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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.
|Have (37)||Icarus79 , SinfulDrug , Comicalflop , 8vomit , rache , Kasres , TheRedMage , gruvyslushytruk , Zialon , IonImplant , SpiritBear9000 , XxCataclysmiCxX , Cypertur , TheDevicer , NoisyPotato , PrimeSpeaky , JdogCT , Mutt5258 , GureiSeion , EthanGlover1 , xKrenko , Jernyman , darkark12 , JIV_IV , NikVendiers , chief_choke-a-ho , LioAME3 , attak , CurrentlyUnavailable , lordoftheshadows , pandith , pumpkinsword , Nate_D , Wsebaste , Smellygoat11 , zachi , shadowhound14|
|Want (2)||Heffrum , Scytec|
for land, Cavern of Souls is very useful as well, and I even know some who like things like Ghost Quarter in the SB. if you are running a non-activated ability based deck, Suppression Field is fantastic. Kataki, War's Wage is pretty boss for artifact removal. Counterspells like Spell Pierce and/or Condescend are strong too. Timely Reinforcements is a great sideboard card, and all the Ravnica charms save Gruul Charm , and maybe Dimir Charm are super strong as well.
So far I havnt had much land truble but if I start I'll addanother land. For Thoughtseize I don't have any but I might try to get a few. For card draw I'll try the cards you mentoned but when m15 comes out I might just use Jace's Ingenuity . What are your thoughts of me switching out Dimir Charm for Bile Blight so I have more instant speed removal. I plan im getting some downfalls soon.
I'm wondering if there's going to be a rules change with M15 that defines "base power and toughness". The wording on Ensoul Artifact makes me think it's coming.
You are 14 cards short. Cut the Underworld Cerberus es, they don't do enough, if you're worried about graveyard hate play them sideboard; nobody mainboards graveyard hate in standard.
Probably play 2-3 Keranos, God of Storms - He's really good.
Read the Bones helps you find chimera's and scrys away dead lands late game.
Shock lands are much better than Mana Confluence as your mana requirements aren't very tight.
Okay, to start off, i LOVE this deck. Combos turn me on when it comes to MtG (metaphorically. Mostly.), and unconventional decks just make it even better.I made one of these bad boys myself and it pissed off all of my friends, and has even won a tournament (Haven't had it long enough to win more than one yet, but i expect more :P)But so far, the primary issue i have had is the stalling. Wall of Frost is tremendous with stalling out my opponent and even baiting in some other cards late-game. Doom Blade 's simple spot removal and low-cost have slowed down even some of the fastest decks enough to land my end-game combinations. But sadly, i just wasn't controlling things enough to safely unleash my combos... So i started tweaking things.Turns out, no matter how badly i want Consuming Aberration to slip past enemy lines and maul my opponents, i just haven't really been able to get much use out of Thassa, God of the Sea , therefor, it was the first to go. It's replacement? Another Doom Blade and Jace, Memory Adept . I Actually did take both Jaces from the sideboard to the main deck just because i haven't played a single game yet where they didn't help. More often than not, they are win conditions. So after i had an extra Jace in the deck, i wanted to remove another card (for better balance and card odds). Next to go was Far / Away . While bouncing creatures back and assisting with stalling a little bit, it had a tendency to just show up and then fizzle out. More than anything, it was just a space in my hand that could be used for something more beneficial. So i dropped both of them. That left me with yet ANOTHER free card space (i cannot change the card count in the deck at all unless i ADD something, which i did not wish to do). This actually went to an additional AEtherling , which is usually swapped for something in my sideboard, but is typically a very useful card.Now, simply because i lack a third, i removed one Hero's Downfall . I would not do this if i owned a third, but i just thought i would mention it. So far it hasn't hurt me very badly to have one out. The replacement for this card has been Gild , and honestly, i thought that this was going to screw me over in the long run, but it has actually helped more than once. The lack of instant speed worried me most, but i could recall times that i felt like i could get off a safe removal even when it was my turn. The mana cost also seemed iffy, but i figured getting one back fixed that problem (it has so far). What makes Gild work so well is it's coordination with Nightveil Specter . The extra any-color mana just lets me play even more of my opponent's spells, and THAT has been fun as well as useful. Last but not least, i have a tendency to play a Lazav, Dimir Mastermind in place of one or even both of the AEtherling s, just because i play with my friends and Lazav freaks them out lol, but i tested this in the tournament and i decided i have no idea which is supposed to be better; Lazav or Aetherling. My assumption is AEtherling is better against control..... But i could use some feedback on this from you (the creator of this deck) and others for sure. I also would like to know when and when not to use Dimir Charm s, and what i should swap them with when need be. Sometimes i actually mainboard them without swapping anything just because i like mixing things up now and then.
Well, that closes everything up. Any feedback for me would be fantabulous, thank you!
Dimir Charm possibly? gives the option to counter, draw, and mill, and get to see the cards you mill before you mill them.
It depends on your strategy. Based off that Constellation deck you're sporting now, Stab Wound will either act as removal or weaken a tough target while triggering Constellation and dealing damage over time. Dimir Charm offers some flexibility. Hero's Downfall will kill things dead.
I think this looks pretty good. I like Dimir Charm in here. Heck, I like all the guild charms. They're just so versatile.
Regarding counterspells, you might consider running Spell Snare just because there are so many 2 CMC spells running around Modern.
For removal, you might also look at Smother , which is 2 CMC and has no colour restriction. It doesn't hit everything, but I'd say it hits over 80% of all the most popular creatures run in the format. You'd basically be hitting everything in Jund, RDW, Affinity (minus Etched Champion ), Zoo, UR Aggro, and others.
The sideboard probably needs work, but the best approach to that is to take this to game night and see what your local meta is. I really think Kiora's Dismissal is a must-have. Every mill deck I've seen scoop has done it because of an opening hand Leyline of Sanctity .
Let me know how playtests go!
BTW, I recreated the most popular Modern mill variant if you want to take a look. It's just a netdeck, but it might give you a point of comparison: Modern Dimir Mill.
|Avg. draft pick||6.71|
|Avg. cube pick||3.32|
|Commander / EDH||Legal|