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I may have a few Mind Funeral s I can trade you to replace your Mind Grind . Dimir Infiltrator may work better than Wight of Precinct Six because the Wights will be very weak against decks with very few or no creatures. the Dimir Infiltrator can also transmute into a Dimir Charm or a Paranoid Delusions if necessary. You should run 4x Breaking / Entering as they are better in your deck than Mind Sculpt is. I loaned Nick a Sword of Body and Mind if he is not using it in a deck I might be able to get it back and I have one or two Glimpse the Unthinkable that I would happily trade your for a fetch lands. I think Ian may have one also. You should use those to replace the Mind Sculpt if you can.
I would also suggest running some multicolored lands. Drowned Catacomb and Dragonskull Summit would be ideal but they cost about 3 bucks each so you might want to go with Jwar Isle Refuge and Akoum Refuge . I would really recommend splashing in that Red mana so you can utilize Entering .
After playing a number of games with the deck, I have to say that the only problem I've been encountering is the lack of card draw, which often results in lands too short. Even when my starting hand has 4 lands in it, it can very well be that for the next 4 turns I draw no lands. The majority of the games I lose (mainly in single player, but had the land too short problem also in multiplayer), is because I end up playing all my opening hand lands without drawing any new ones. I guess in a 99 card deck chances are lower to draw a land, which is why I tinkered today and put Visions of Beyond and Dimir Charm in. I am considering replacing the charm with Sensei's Divining Top . Those last games with the extra card draw allowed to me unlock more of the potential of this deck, and actually play Lord of the Void for example on turn 7. I'll keep you posted with how the rest of the games go when I get another chance to play, but I'd like to hear your feedback and your experience and how you deal with not drawing enough cards/lands other than Jace's Archivist.Thanks for taking the time to read this Mojimbo.
-1 Mirko Vosk, Mind Drinker -3 Undercity Informer -2 Jace, Memory Adept (good but 5 mana)-1 Ashiok, Nightmare Weaver -2 Drown in Sorrow (SB)-4 Bile Blight (SB)-2 Dissolve -1 Countersquall -1 Dimir Charm -1 Ultimate Price 3x Go for the Throat (SB)-2 Tome Scour
+2 Polluted Delta (minimun 21 lands)2x Thought Scour 2x Visions of Beyond 4x Glimpse the Unthinkable 3x Inquisition of Kozilek +3x Mind Funeral 2x Surgical Extraction or Extirpate or even Haunting Echoes 2x Spell Snare
Or something like it!
Try Dimir Charm . Kills Eidolon, fixes your draws a little/keeps them off of lands, and can offer some protection against sorcery. Remand is also amazing in a tempo combo deck like this, where you just want to dig through your deck and stall them out. I would run at least 2 main over side.
Why the four IoK in the side? You already have 4 Thoughtseize. I would rather devote those slots to something that offers you a little more protection or deals with the Emrakul problem (like Surgical Extraction ), rather than more redundant hand disruption. Vapor Snag would even be amazing as a way to delay/disrupt aggro and creature based combo decks.
Gitaxian Probe would be, no doubt, amazing in this deck. Dig, baby, dig, and make sure the way is clear.
I actually liked Dismember better than I like Slaughter Pact --the latter has to be cast for 3 essentially, which means in a fast deck like this you are always looking at a lost turn after you cast it. Dismember can be cast for 1 with no drawbacks and you don't lose a turn to tapping out on your upkeep.
I'm not sold on Simalcrum, and I have no idea what Occultist is doing there. He doesn't actually help you go off, as far as I can see, he simply halves the amount of iterations you need to perform once you do go off--but you're infinite anyway, so it's kind of moot. Am I missing something here? Sometimes I miss the really obvious interactions haha. I would be running four Spellskite because he just offers so much protection from so many threats.
Have you considered Dig Through Time from Khans? It plays really nicely with Dimir Charm and is really effective at getting you your combo pieces. It might take a little too long to get down to a low enough casting cost, but it's worth considering, maybe with a little Thought Scour backup. Taigam's Scheming could also be a way of setting up your draws while putting a Retriever in the yard.
Also, just a heads up, Preordain is banned in Modern. :)
Just some of my thoughts, I hope they help. I really really like the idea though and I think you deserve mad props for the creativity and skill displayed thus far in building this :)
I have removed a few cards from the list based on feedback and some internal thinking.
Can I see the logic for Extract from Darkness , Dromar's Charm , Wake Thrasher ? All three fit thematically, and Wake Thrasher has already won me games alone. Having a 14/14 island walk with undying is quite a thing when he needs no other assistance. Extract from Darkness is something I've wanted to give a shot as this deck lacks graveyard recursion, and Dromar's Charm is a powerful card by itself. Charms have served me well in the past (the lifegain is negligible, but the counter and spot removal together far makes up for it)
Redirect has historically been Counterspell +. It's won games as well alone, and done so numerously. If I had either a counter or a redirect, I'm about 40/60 in that order on which one I'd rather have. The rest make sence.
Draw-go isn't that big of an issue for me, so the instant speed isn't valued as much as say, sheer card draw. The +1 for instant speed is a huge plus though, but tutoring for Leyline of Anticipation or merely drawing it removes that issue.
Here's the custom commander:
(4)(b)(u)(w)Vnai, The Dark Current
Legendary Creature - Merfolk Wizard
IslandwalkCreatures with islandwalk you control have Undying.At end of turn, if an opponent lost 3 or more life this turn, you may draw a card.(w)(u): Target merfolk gains protection of the color of your choice until end of turn.5/5
The two abilities are being poked at, the card is currently a tad underpowered atm compared to some of the other custom champions, but we're ironing out the kinks.
What I am wanting is the versatility. Then specialize through side boarding after the first game.
This is what you suggested for me to do GlistenerAgent; which I agree with now.
Though it would be nice if the charm was les mana, it covers so much.
I put in 2 just to test the charm, I may reduce it to 1 'maybe.' 1 of's in mainboard to me is kind of poopy. The odds of drawing it....
I agree with the above poster on Cheaper creatures. I would go as far to say you are running a bit over on land and control spells. 24 is high for a deck that is going to contain 4-8x draw options.
But I just got through with U/B budget infect control deck. All still fresh in my mind.
So here goes: all just friendly opinion
Card draw: Think Twice is just bad. Two cards for 5 mana is inefficient. I used to swear by it but realize now it's not good.
11 Islands is high. You can cut one for sure.
4x Dissolve is a lot of Double blue and missing even one spell is going to kill you.
I like to run 3 of the big spells.
Dispel is great - keep them.
Just going to make one suggestion.
And if you run into Stupid Tron decks. It's not going to help you get rid of their broken creatures anyway.
Devour Flesh is a good budget option to get rid of Bogles, Scouts, Pro black and Stalker.
Creatures - my favorite is Vampire Nighthawk
Tidehollow Strix is cool.
Dimir Charm if used situational is actually really good to. Just with some trickery around your draw or whatever.
|0.04 TIX||0.08 TIX|
|Avg. draft pick||5.87|
|Avg. cube pick||3.17|
|Commander / EDH||Legal|