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Choose one — Counter target sorcery spell; or destroy target creature with power 2 or less; or look at the top three cards of target player's library, then put one back and the rest into that player's graveyard.
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Looking good. +1.
I second carpecanum's comment about buying a pre-made deck. Eternal Bargain comes with a fair amount of the cards you have in here, and you can sell/trade what you aren't going to use for the cards you want. It will most likely save you money in the long run.
Rather than signets, I'd recommend Azorius Charm , Orzhov Charm , and Dimir Charm . They cost an additional mana, but you can easily get these cards into play in the format, and they all have additional uses. Though if you run Muddle the Mixture , it would be nice to be able to tutor for your signets. Something to think about.
I hate giving suggestions without providing feedback about what you might replace things for, but you have a better idea of the strategy you're going for, but some other great EDH cards in these colors are Dovescape , Enchanted Evening , Greater Auramancy , Sphere of Safety , Bloodchief Ascension , Cyclonic Rift , and probably a bunch of other stuff I can't think of at the moment.
Good luck and have fun. I really like what you have here.
hey renkai, ive tried a bunch of creatureless mill builds and for my taste i usually find the sorceries that only mill like Tome Scour are dangerous because they dont affect the board state. most of the time when my creatureless mill builds win is when they just lock everything down first and worry about the milling later. Codex Shredder Grindclock Mind Grind are all win cons that you can use in fewer slots to leave more slots open for 'controlling' to happen. Negate Dimir Charm Izzet Charm Ulcerate Bile Blight Drown in Sorrow Ashiok, Nightmare Weaver Liliana Vess Mizzium Mortars etc. also i usually the find Crypt Incursion main board material, its also generally a 'win con' in the sense that I think Ive seen my creatureless mill decks win almost 95% of all games in which it goes off and gains 20 or something.
i ususally prefer Augury Owl over omenspeaker for modern because the difference in their abilities to block i find not as important as the increased scry and evasion for offensive. Invisible Stalker over the triton probably too, keeping key tools like that on the board in modern is very difficult and important. definitely worth an extra colorless. Indulgent Tormentor might not really have what it takes for modern. 5cmc and bolt-able and he doesnt affect the board the turn he enters play. he feels pretty standard-and-done to me. Nekrataal could be an interesting sideboard play in that slot because you could retraction helix on your agent of fates to drop the nekrataal again to take out two creatures with one helix. Herald of Torment is good enough to get some work done. remember he can be bestowed on the agent to a) trigger heroic and b) give the agent evasion and swing for 6 over the top that turn. bident is too slow for serious modern usually. just go Serum Visions even Foresee at that 4 drop slot. 3 aqueous form might be too many. try 2 maybe, perhaps even just 1, drawing two in a row is a loss probably and an opening hand with two of them is very very questionable. the danger with those supplemental auras like that is that they cant get any work done themselves if you draw too many of them and increase your chance of getting 2-for-1'ed if they take out the creature wearing it.
Tormented Hero and Spiteful Returned could potentially plug in here and get some good work done as well. they are fragile and offensive minded, but hero gives you something else to hit with your strings when theres no agent on the board or they have no creatures and returned can be bestowed on the agent late game to trigger him too. you probably need more than just 4 mizzium skins to keep the agents alive though. whenever ive tried to run agent in modern, he just gets blasted off the board right away. Negate Spell Pierce Mana Leak could help. oh! the better of the two dimir 3drop counterspells: Soul Manipulation dont forget about Dimir Charm either. its definitely not my favorite of the guild charms, it requires some special circumstances to really shine, but i still find it quite playable. last thing i can think of probably is Far / Away . doesnt help you too much with the heroic, but its just such a strong strong dimir card that its worth considering most times probably.
This looks pretty solid.
- Use Thought Scour over Tome Scour , as it replaces itself.
- Consider Snapcaster Mage , Mnemonic Wall , or Archaeomancer so you can reuse your mill spells.
- Remove Waste Not , as milling does not count as discard. If you really like it, some discard spells like Thoughtseize , Inquisition of Kozilek , and Duress will work wonders.
- Consider adding graveyard hate like Relic of Progenitus , Nihil Spellbomb , or Bojuka Bog , because graveyard decks will be able to use the cards you milled against you.
- Replace Dissolve with Dissipate for the above reason.
- Ghost Quarter combos really well with Archive Trap .
- Add more dual lands like Watery Grave , Darkslick Shores , and River of Tears .
- Maybe increase the land count to 24. (21 with Dark Confidant .)
- I'm not sure about Countermand . It's not great by the standards of mill cards or counterspells. It pulls double duty though, which is good.
- Dimir Charm wrecks their draws, is a narrow counterspell, and can remove smaller creatures.
- Dark Confidant speeds up your game plan, and keeps your land count low since you'll be drawing twice the cards.
- Ashiok, Nightmare Weaver mills them in a way they can't take advantage of, uses their own creatures against them, and can hamper them severely with his ultimate.
- Consider adding some creature removal like Hero's Downfall , Doom Blade , or Slaughter Pact .
- Crosstown Courier doubles as repeatable mill and a blocker.
- Grindclock mills them every turn without additional mana investment.
- You could splash green for access to powerful cards like Beast Within and Tarmogoyf . (Tarmogoyf is especially good because they'll have so many cards in their graveyard.)
You weren't able to produce a blue before turn 5? That's bizarre. But I've also been messing around with the mana base a lot, so it's probably broken compared to how it was... (In fact, I know that's the case, since I've been messing around in a post-Annex world.) In any case, what were you playtesting against?
I think this deck may simply need the painlands. Anything that enters play tapped is simply too slow: the bouncelands are the exception only because they move mana along. I'm going to revert the mana base back to where it was before (22 with fetches), but swapping a full playset of Dimir Charm instead of the Azorius Charm .
Sen Triplets absolutely is the win con on our side, although both Bribery , Praetor's Grasp , and even Annex can win the game depending on the opponent. ("Darksteel Colossus for 5 mana? Yes please."; "I'll take that Raging Ravine , thanks.")
Plus 1 for you
Dimir Charm you can strip 2 of 3 @ instant speed or kill a small creature.. and Consult the Necrosages (Not great but it's a Mind Rot and or Divination ) both versatile and will cost you 53 cents to FCK with their draws or draw cards and top deck yourself.
Best advice I have is this.
I also play budget MTG and am building a deck using U/B -
I know people will disagree with me but I like Halimar Depths in a budget control deck. You just play it like a free spell and bonus! Next turn it's land.
Instead of adding Telemin Performance , I added two Dimir Charm . It can be used to pick out cards for Nightveil Specter and Daxos of Meletis , but it can also be used to break combos by popping utility creatures and countering sorceries (eg: Gifts Ungiven ). Generally useful card.
If you really want to play reanimate in B/U/G I suggest The Mimeoplasm in place of Vorosh, the Hunter Vorosh is lackluster on his own, but the mimeoplasm is completely bonkers when it comes to reanimation. He plays with your opponents graves too.
I'm not the best at removal advice(I have the same issue) so I'll suggest what I know and try to point out some the weaker cards you have included.
Cards like Buried Alive are risky (because the grave can be blown up the second something too powerful falls in there) but it can can make getting huge creatures out so much easier.
You can either use things like Jarad's Orders ect to put things in the grave to pull later or use cards like Corpse Connoisseur to gets dudes in the grave while having a body to protect you. Puppeteer Clique is a creature that reanimates for a turn but has persist so you can do it again.
Cards that seem weak to me:
Vorosh, the Hunter /Wolfbriar Elemental /Leatherback Baloth unless you switch to Mimeoplasm...Deathcult Rogue /Dimir Charm I've tried to make Dimir charm work in edh and it's just so limited that it gets outclassed quickly.Astral Cornucopia Without something Like Vorel of the Hull Clade it seems weak
it's probably not the best budget advice but it'll pay off.
Good Deck building!
|Avg. draft pick||6.71|
|Avg. cube pick||3.32|
|Commander / EDH||Legal|