Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
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|Have (7)||Vasbear1 , DrPopular , perrin515 , pskinn01 , RyanHruska , Atony1400 , Randomdeath|
|Want (6)||thealsoblivion , Spinalripper , Vasbear1 , TheRealPeaches , firemind12 , BlueMageBrandon|
12 hours ago
So, clearly, this deck is no longer "standard", and the casual nature of this deck prevents its use in modern. However, with the birth of frontier, this deck may yet again rear its ugly head! A few modifications have been made to make it frontier-legal, with a couple other changes added to lower the price of the deck to back under $15 (the price increase of Chasm Skulker put it over the limit.)
CHANGES FOR LEGALITY
CHANGES FOR PRICE
CHANGES BECAUSE WHY NOT
15 hours ago
Powerful deck! Personally, I would sideboard Negate and mainboard Disallow it costs a little more mana but its much more versatile. I would run at least 1 Elder Deep-Fiend aswell because its really strong and can end a game just like that
16 hours ago
I love this deck. Have my upvote sir :). I've managed to playtest this deck like yesterday in my playgroup (pod was Jeleva storm, Meren stax and Food Chain Prossh) and it has done very well. I've won 2 out of 3 games with it, which is really decent result. I got some questions, though:
I get the reason why Ancient Tomb isn't there, like Azami being UUU etc. but is it really that harmful for your mana base with so many Islands whatsoever? Isn't possibility of exploding hand with even more mana rocks worth a try? Have you tested it and found it useless or was it just your assumption?
I found it really hard to combo off while Caustic Caterpillar was on the battlefield. We can still win with MoM if we have like two cards in hand, but it is much harder to have any use of the paradox engine or the scepter. What do you think of adding Stifle or maybe even Disallow to this deck? I get that disallow may seem too slow for competetive pods, but on the other hand with Baral/Helm/Medallion it's strictly better counterspell. Maybe worth a try?
I don't quite get cutting Time Spiral. Since turn 3 it's almost always at least as good as timetwister and it's absolutely barbaric with high tide. I see now that you put it into your deck but why haven't you played it before? I get that sometimes tutn 4 is too late, but come on - this card is a staple for blue.
Sea Gate Oracle is too slow, isn' it :(? I like this card a lot and thought that it may be the deck it suits, but I agree 2U with no instant speed is quite clunky cost.
1 day ago
I like this deck. +1'ed. It is a bit lower to the ground mana cost wise than the UG energy deck me and my brother brewed(which had aethersquall ancient, aethertide whale, and panharmonicon). Our deck produced stupid amounts of energy and even had trouble using it all! back to yours though. Loved rogue refiner in our deck. Would recommend going to 4 of those, cutting two longtusk cubs, and adding another land if you plan on ever being able to cast the aetherwind basker. I prefer to use the new Disallow over the overwhelming denial in your SB if/when budget can be stretched. GL playing your deck!
1 day ago
If it's the guy I'm thinking of, to give him his due, it's SBMTG (Strictly Better). https://www.youtube.com/watch?v=0AxtapG6Ps0
If you're looking to go WAY out of the budget category... a playset of Torrential Gearhulk is a must in most competitive control decks.
If you want to stay with the improvise theme (which I don't think is a bad idea), I would be maindecking Glimmer of Genius (so good for control. Need that card advantage), and adding Hope of Ghirapur and maybe Inventor's Goggles . Hope is another mini-counter... and the Goggs can help improvise out Bastion Inventor, then equip to him for free.
Just some quick ideas. Hope they help.
1 day ago
Your deck is based around Baral, Chief of Compliance and needs to turn 4x of him to count for removal and consistency. It would also allow you to have a clear dump for Geier Reach Sanitarium if your opponent can't remove baral, so I'd drop 2x Aether Meltdown for 2x Baral, Chief of Compliance .
I'd replace 3x Compelling Deterrence with 2x Unsubstantiate and a Jace, Unraveler of Secrets since you'd be able to remove spells while they were on the stack as well as creatures on the field, possibly allowing you to return your own Torrential Gearhulk to then flash in the gearhulk on the field to use a counter spell or draw spell in your graveyard, and Jace is great mainboard. You also don't have a zombie to activate its other effect, making it worse. You can sideboard these, however.
I don't think any of your enchantments should go in this deck as they don't do enough for what they cost as opposed to other cards.. I'd replace 3x Trail of Evidence with 3x Anticipate . 2x Mechanized Production should be dropped for 2x Thing in the Ice Flip, and 1x Torrential Gearhulk should be dropped for a thing in the ice.
Thing in the ice will flip, returning the gearhulks to your hand, allowing to use them more than just the once.
We can gut the sideboard of counter spells that aren't going to change the game and spells you can use to change the game depending on how you're doing. This would leave you with 2x Ceremonious Rejection ,2x Compelling Deterrence , 1x Disallow , 3x Dispel , 1x Jace, Unraveler of Secrets , 2x Rise from the Tides , 2x Sphinx of the Final Word , 2x Summary Dismissal .
The total changes would look like this.
-2 Aether Meltdown Mainboard-2 Mechanized Production Mainboard-3 Compelling Deterrence Mainboard+3 Anticipate Mainboard-3 Trail of Evidence Mainboard-1 Engulf the Shore Mainboard+3 Unsubstantiate Mainboard+1 Jace, Unraveler of Secrets Mainboard-1 Torrential Gearhulk Mainboard+3 Thing in the Ice Flip Mainboard+2 Baral, Chief of Compliance Mainboard+1 Crush of Tentacles Mainboard+2 Compelling Deterrence Sideboard+1 Sphinx of the Final Word Sideboard+3 Dispel Sideboard-1 Negate Sideboard+2 Rise from the Tides Sideboard-1 Horribly Awry Sideboard-1 Westvale Abbey Maybeboard-1 Rise from the Tides Maybeboard-1 Thing in the Ice Maybeboard
What do you think?
1 day ago
I've been tinkering around with a G/U energy/Pummeler deck also (in my profile if you care to check it out). My thoughts:
You have a ton of energy sources and a couple instant speed buffs. Also a lot of creatures. What you don't have is a way of making your Electrostatic Pummeler reach your opponent. The way I see it, you either need to make it unblockable (Key to the City) or give it trample (Larger Than Life). I put both in (only 2 keys though), the logic there being that you really need at least 1 of them to make your Pummeler effective. Otherwise, your opponent can just block it with a servo and you have to waste cards keeping it alive that you'd rather save for your kill combo.
The hexproof from Blossoming Defense is nice, even critical I would argue, as it's your only defense against removal. That being said, it would be nice to add that +2/2 when you finally pump up your pummeler. It's a great dual purpose card that can save your creature or give it a little bump towards that big attack, but against anyone with a few more removals in their deck, it won't be enough, and if you use them up saving your creature, you find yourself light on cards to pump your pummeler when the time comes. This is why I went with far fewer creatures and more control. Turn Aside Negate Disallow Heroic Intervention all are great depending on what you're up against. Also Glimmer of Genius is another great instant speed card if you can find room for it. Just my opinion, good luck!