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Thank you very much for your feedback Tingettley. I do like Tezzeret the Seeker , but if you have your Ensnaring Bridge out your creatures won't be able to attack. The reason i like to run Damnation main board is affinity. There has been multiple times that i stabilized myself underneath the bridge with different decks and lost to + shenanigans.
Artifact hate is strong in the modern format because of affinity. This is where Academy Ruins really shines. 1U, tap , and put target artifact card from my graveyard on top of my library. As the game goes on we can bring back any hate that we want, Necrogen Spellbomb to lock them out of the game, or Nihil Spellbomb to clear their graveyard.
To be honest, I've never been fond of Dimir Charm for anything and "pixie sticks" doesn't need any extra tech to fix it's draws. Once we get our opponents on a land draw, we shift focus, and ping away at our draw. Raven's Crime is something you would have to test out. Dakmor Salvage would probably find a way into mix as well. Since your current build has a green splash Life from the Loam is an option, but without blue i think that you would be hurting yourself more than helping. I have to argue that pixie needs 5 land to do whatever it wants. Pop Tezzeret, Agent of Bolas and use Codex Shredder s ability to bring it back to your hand at their EOT.
Modern is dominated by aggro builds. Profane Memento ability stacks which is the reason i stuffed them in the main board. When you run into the control/storm/RDW builds it becomes an easy spot to shove your side board tech into. Storm meets Rule of Law , RDW meets Leyline of Sanctity , and control would probably see Blood Moon .
For green enchantment hate, Back to Nature or Naturalize comes to mind. In my opinion the best hate would have to be Seal of Primordium . It allows the green builds to get cards out of their hand and stay under the bridge. Not to mention it's free and doesn't need to tap to pop
I like the idea behind your version. I also like the Damnation main board. I hadn't really thought of that for mine, as the bridge should do enough work to not attack. I also like the idea of Agent of Bolas as a finisher, although I do like Tezzeret the Seeker for his untap ability. It speeds up the mill clock, and still gives access to mill on your opponent's turn. On top of that, he is also a fetch for any of the millers, and can be a blowout finisher with his ult should the Bridge go away or if you have 5 cards in hand.
I also noticed you made your combo with the ruins to throw off your opponents and make them think they are playing slaver lock.
Some ideas on how to change it up a little bit though, I would go down to a 2 of at the most on the Memento. As nice as having great life gain from milling creatures is, its a dead draw if your opponent runs 5 or less creatures. In its place I would go up either 1 more Pyxis or The Rack. The main reason I suggest the Pyxis is because of cards like Ancient Grudge .
Another thing to remember is because you are playing with blue, you also have the option for Dimir Charm . It may seem a little strange, but it is a removal spell as well as deck fixing for both sides.
Last thought is running Raven's Crime . As strange as it is, the deck only needs 4 mana to play perfectly, and anything beyond that is almost considered a dead draw. Running the Crime gives you an option with said land instead of it just being a dead draw. I would honestly suggest removing 1 Thoughtseize, and putting it in the side.
As for the white splash for basic hate, I am sure between the two of us we can find suitable subs for enchantment hate that are not in white. There is bounce effects as well as board wipe effects: Boomerang /Oblivion Stone , just to name 2.
Other than that, I like the deck. It seems very solid, and I will make my Blue Splash version on here soon and we can compare notes. I really like the Pixie Sticks deck and I bet we can make this a tier 1 deck in no time!
I won't really be needing chumps to block with if their creatures are in the grave. Waste Not to me tries to do so much for so little. The only real useful mechanic I can see it the draw, but I don't have much use for it since I'll be ahead with the discarding and milling.
When I was playtesting, It turned out with Tome Scour I had too much mill and too little discard. Removing it gave me room to put in 2 more each of Dimir Charm and Surgical Extraction . Dimir Charm proved itself very useful for this deck because of its versatility, especially the top decking. So as much as I would want to put Tome Scour in, there is just much more that its place in the deck could be.
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.
|0.04 TIX||0.08 TIX|
|Avg. draft pick||5.87|
|Avg. cube pick||3.17|
|Commander / EDH||Legal|