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Destroy target artifact or enchantment.
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1 day ago
Also, i dont know how my sideboard will do. Right now i only have the 4 Negates, 2 Dispels, 2 Timely Reinforcements, and 2 Disenchants. So this may be interesting as i dont have a sideboard prepared fully yet.
3 days ago
sonnet666 I appreciate your response. I'll start off by saying that mentioning the obvious tier 1s (Thrasios, Zur, Tazri) was really just for completeness' sake. In hindsight, it was just a waste of time to mention them and I regret bringing it up.
You're also completely right about Mairsil, I just straight-up didn't do any research on the way that deck was going at all. The Mirror-Mad Phantasm line is great in a Doomsday shell and it's the main draw for it. The Razaketh line is a little bit more questionable since it requires creatures in play and Grixis has few creatures it actually wants to run and it can only be uses once a turn, but turning your commander into Diabolic Intent isn't bad by any means. I still think that Kess and Jeleva are clearly superior Grixis commanders though since they can have 99 cards that are gas and not dilute their deck at all. It's similar to Teferi vs Arcum Dagsson. Teferi runs a couple of bad cards or cards that aren't good for reasons other than The Chain Veil combo (Thran Dynamo, Gilded Lotus, and The Chain Veil itself would be useless without the rules interaction that allows for the combo), but Arcum runs a lot more bad cards because it needs to have artifact creatures to sacrifice and most artifact creatures suck. There's less of a difference between Kess/Jeleva and Mairsil than there is between Teferi and Arcum Dagsson in terms of number of different cards in each deck, but the principle is that Mairsil requires more build-around cards than the other Grixis generals and it hurts him overall. Regardless, I apologize for my ignorance and I think that tier 2 can be a valid placement for now.
I forgot that Razaketh was your pet deck. I won't bother arguing with you about it then.
I disagree about Karador. It's true that he reduces his own cost, but only if creatures are in the graveyard, which there will probably be few unless someone has wiped or you have Survival of the Fittest/Fauna Shaman. In the latter case, you probably won't need Karador since you'll be able to tutor up Boonweaver Giant and a sac outlet (or whatever you're comboing with) relatively quickly anyway. It's true that he casts creatures from your graveyard, but only one per turn, so saying he effectively makes your graveyard your hand is a huge overexaggeration. Being able to cast creatures from the yard is also only useful if you have creatures in the yard, which is not too difficult to achieve but not always a common gamestate. Compare this to Tymna, who generates value at every stage of the game as long as you have creatures, and he looks much less favorable. The Abzan Boonweaver strategy has never really relied on the commander for anything but value, so the fact that Tymna can create more value more quickly than Karador speaks to her advantages and his weaknesses. If you won't put him in tier 3, consider at least moving him down to tier 2.5.
Everything I said about Teferi was in jest. In fact, I believe I even said later in my post that I was just joking around when I talked trash about Teferi. I don't post a lot on tappedout anymore so I don't blame people for not knowing, but I am a Teferi main and although I don't consider myself an expert, I know the deck pretty well. The Blood Pod matchup is probably Teferi's worst matchup (it's even worse than Ruric Thar, which is saying a lot), but it's not enough to keep him out of the top tiers.
Your suggestions for additions to Teferi are understandable but misguided. The primary reason that Paradox Engine and Dramatic Scepter aren't in Teferi is partially because the deck already has two and a half alternate win conditions - Rings of Brighthearth+Basalt Monolith is one, Power Artifact+Monolith is two, and Teferi+Stasis is almost a win condition - and doesn't need to dilute itself by running any more. All the cards I just mentioned are also good on their own - Monoliths for obvious reasons, Rings of Brighthearth for its ability to copy Teferi or Tezzeret's abilities, and Power Artifact for generating more mana while comboing with The Chain Veil. Neither Dramatic Reversal nor Isochron Scepter have utility on their own. Imprinting a Counterspell or a bounce spell on Isochron Scepter is a fine strategy in 1v1 (and I used to play Scepter Chant back in Mirrodin-era Extended, so I know how it feels), but it ultimately isn't good enough in the midgame to be worth running. Dramatic Reversal is effectively just a ritual and has very little utility outside of the combo. We already have access to a lot of good rituals, like Teferi for example, and we don't need another one that badly. Paradox Engine is too reliant on cards that are already in hand and costs 5 mana. Why would you tutor for a situationally relevant card that costs more to cast than The Chain Veil and is not a guaranteed combo? Furthermore, running these additional win conditions would require multiple cuts to either the manabase, card draw spells, counterspells, or bounce spells, which would weaken the deck in some other aspect. It's just not worth it to run these cards.
And just because Manifold Insights isn't as good as Lim-Dul's Vault doesn't mean it's trash. Being able to see 10 cards deep and getting 3 nonlands is a big deal, even if it's the three worst cards in that set. The fail state of Manifold Insights is either getting your 3 worst mana rocks or your 2 worst mana rocks and a counterspell that's not relevant (ex. Flusterstorm at a table full of creature-heavy decks). That's not great, but it's still 3 cards that will likely not be dead. The only major drawback to the card is its sorcery speed, which is unfortunate but ultimately not a dealbreaker. And obviously the card is unplayable with fewer than 3 opponents, but ideally that shouldn't happen.
Finally, do not under any circumstance go with a different decklist than what you have posted. Even though it does not match my personal list and I don't agree with every card choice in it (cough Expedition Map cough), the comprehensiveness of the primer section is encyclopedic, which makes it an excellent resource. It talks about primary combo lines, alternate lines, matchups, single card choices, and even budget alternatives. If you are already vaguely familiar with competitive EDH, you could become a somewhat competent Teferi player just by reading that primer and goldfishing a bit. Something drastic would need to happen in order for that primer to become irrelevant, on the scale of a major banning or maybe a change to the rules interaction between Teferi and The Chain Veil.
As far as Yidris goes, Jim has talked a lot on the discord about his deck and the gist of it is that Yidris is plan B. Plan A is jamming a turn 3 Ad Nauseam, which he aims to do as often as possible. That should give you an idea of how important Yidris actually is to the deck. His current list also still runs Mass Hysteria, so Concordant Crossroads could be a possible addition to improve it. I doubt Need for Speed would work well though, it overlaps with Rain of Filth too much and you'd rather sac your lands for mana than give your dorks haste in most circumstances.
I would argue that The Gitrog Monster can fight through counterspells more easily than Sidisi, Undead Vizier can because of cards like City of Solitude and Autumn's Veil, but you're right in that both decks are linear and somewhat fragile. Gitrog makes up for this by being able to clean up at really weird times, like their own cleanup step.
I think Tier 3 is solid for Atraxa. She has pubstomp written all over her, so it makes sense to put her in the pubstomp tier.
When I said that Dimir was a limited color identity, I meant in terms of what it can answer and how well it can answer it, specifically in regards to artifacts and enchantments. Black can't really interact with artifacts or enchantments at all, and blue only has bounce spells or counterspells. Hurkyl's Recall and other bounce spells are only temporary, and unless you can win the turn after a bounce through countermagic for sure, you will still be in danger of the problem card resolving the following turn again. Swan Song and other counterspells are reactive, which a combo deck really doesn't want to be. Compare this to Grixis, which has access to Vandalblast and By Force, or Esper, which has access to Disenchant and Detention Sphere (in Zur), or Sultai, which has access to every good card in the format, and Dimir looks worse by comparison.Even the creature removal isn't as diverse when it comes to wipes. Dimir only has Toxic Deluge while Esper has Supreme Verdict and Grixis has Rolling Earthquake and Fire Covenant. That's really the only weakness of the color identity, but it's not a trivial weakness and it does make Dimir combo worse than Esper/Grixis/Sultai/4 color combo.
As for your question on Baral, whether High Tide isn't strong or Baral is just bad, the answer is kind of both. Baral is a commander who gets outclassed by Jace in almost every way, and although he isn't weak by any means, Jace isn't outrageously strong to begin with.Jace can loot more consistently, can get more value in the midgame when cards have been binned, and can enable double Tide turns. Baral's cost reduction is nice, but that's about the only advantage he has over Jace. Blood Pod is also pretty brutal against Baral since all the win conditions either require Islands (making it weak to Choke) or artifacts (making it weak to Null Rod and Stony Silence).
3 days ago
Hey! Thanks for the input. I really like Enduring Scalelord, and have been thinking about using him quite a bit recently. He'll definitely make it in with Mirage Mirror. I like Mikaeus, the Lunarch as well, and will definitely be making room for him in the final build.
As far as removal: My playgroup rarely plays very threatening creatures, (as I'm one of two Timmy/Spike players in a large group of Johnnys) so most of the "removal" cards that will eventually find their way into the deck are things like Disenchant and Naturalize. Perhaps Return to Dust?
3 days ago
The hardest matchups for mill, are aggro, emrakul, and leyline of sanctity. Sometimes tasigur and gurmag angler's on turn 2 are difficult but not unbeatable.
Mainboard Crypt incursion gives us the edge in living end and dredge matches. which use to be bad matchups.
I would cut Tome Scour for more Mesmeric Orb get the full set of 4, This definitely fuels Snapcaster for better flashbacks. Also a slight SB change swap 2 Fragmentize for 2 Disenchant mostly so you can have an instant speed answer to a blood moon or a way to not get locked under Chalice of the Void on 1. Seek has been a great sb card for me. Helps get rid of emrakul from a deck and net 15 life. I do love Ashiok but a lot of the mill cards you have don't synergize with her. I would think about cutting her but she is good enough to keep in my book. Crab is always a must stay I should have pointed that out even in the active mill he is usually just considered a mill spell more than he is a creature. One last thing Mind Funeral man this card.... this is a tough call. This card is either really good or really bad. If you want consistency i would replace it with a Breaking. I've had it hit less than 8 more times than 8+. It might be better for you since you run mainboard surgical's if you exile the correct lands trying to set it up. I'm just not a fan of random mill.
1 week ago
I never sided in Angel of Jubilation so you know but sure I'll run through the other decks to give you an idea of what you faced.
I really have to chalk this one up to experience, I just play turns a lot and know how to play it. Grand Abolisher would slow me down but wouldn't hurt me, I could Fatal Push it or just Gigadrowse and Exhaustion main phase. The Eerie Interlude plan would work but resolving Thing in the Ice Flip isn't a huge deal as you blink and then can't attack and I combo off next turn. Your deck is definitely fast enough to beat turns but I just have a good understanding of how I want that deck to run against agro.
G/W Death & Taxes
List --> G/W Ramunap Death & Taxes
Death & Taxes, also known as Hatebears, is at its heart a white control deck that aims to "tax" it's opponent by making it difficult for them to play magic with cards like Thalia, Guardian of Thraben, Flickerwisp, Ramunap Excavator, Qasali Pridemage, and Leonin Arbiter. I play Collected Company for extra value in the deck. It is a versatile deck that mixes land destruction with all out agro and control.
List --> https://www.mtggoldfish.com/archetype/modern-titan-shift#online
Titan shift is a peculiar deck that aims to win through Valakut, the Molten Pinnacle triggers, basically they ramp to play Primeval Titan and fetch the lands they need and then Scapeshift to sac those lands and play mountains or additional Valakut's for a whole bunch of triggers killing their opponent in one turn. Seeing how Lightning Bolt can't kill Primeval Titan no it wouldn't be better, in fact removal is generally pretty bad against this deck until it tries to combo off and when it does that you are probably dead anyway.
Oath of Nissa Bant Superfriends
As someone who plays Superfriends I can say that your list is one of the lists I dread seing on the other end of the table, it generally means I have to move quickly which can be difficult, this was a good matchup for you, side out most removal and play more agro.
So my list is not on here but this list on the site has a similar idea --> Salt Sisters
That list goes very light on protection but uses the lifegain/drain engine that I find effective (though I feel it plays too many of those effects), I have more pillow fort stuff like Luminarch Ascension and Sphere of Safety as well as Selfless Spirit's in my list but if you want the engine that list does a better job explaining it than I ever could.
Mono White Flicker
Though very different from my test list this is a sample list --> https://www.mtggoldfish.com/archetype/modern-eldrazi-tron-26966#paper
"Tron" refers to the Urza lands, Urza's Tower, Urza's Mine, and Urza's Power Plant, which tap for a ton of mana together. Basically tron decks get these lands and then play big things that kill you quickly. Blood Moon is great against this deck, and to answer your question, Eldrazi Tron is a variant of the tron decks that have been around for a while, and it is the best of the bunch.
Here it kinda came down to a lack of interaction on Faeries part game 2 or else you likely would have lost. Once you have a big creature though like Champion of the Parish with a ton of buffs, Hanweir Garrison, or Student of Warfare this matchup is a bit easier as Faeries can't really afford to lose life all that much.
I agree with everything but the Authority of the Consuls, Merfolk moved quicker and I didn't have much removal in hand before it was too late.
Other Questions and Comments
I wouldn't add more land just redesign the mana base, really I never had mana trouble as one mana with a Student of Warfare is a keepable hand which is kinda scary.
Whenever I had Always Watching , Metallic Mimic, and Hanweir Garrison I rested easy as the got big and so did the tokens without one having to be sacrificed in the attack, sometimes I wanted the tokens to be buffed by Always Watching but you can't have everything, the Mimic did it's job.
Cards that under performed: Eerie Interlude, good against removal but when I play agro unless its a board wipe I don't really care (when I test against control this may change). Battlefield Forge it was just painful, not bad, but painful.
Honestly it is a great card, I had no cause in these matchups for it but against control it is great so if you have room for it play it.
Cards that didn't over performed but I was grateful to have: Boros Charm, not having to level up Student of Warfare to level 7 was nice as was the burn and protection. Path to Exile, solid removal. Lightning Bolt, same thing. Aurelia, the Warleader, flexible option in the side. Disenchant, never played it but was glad it was there.
I still want to do more testing against some other matchups, I'm working on testing my turns against a G/R Vengevine deck as that seems to be getting some hype, I'll test yours out to if that happens!
1 week ago
Needs more land, here are my suggestions:
It says you're at 101 cards so take Auriok Transfixer out.
I think those are the biggest ideas for now. Everything else had got some pretty solid potential, considering how low the budget price is.
1 week ago
I find Disenchant an awesome sideboard card. I am also a big fan of Bontu's Last Reckoning over Damnation but I run the Smallpox variant with white in the board. With Storm making a return, Collective Brutality is an amazing card since it can take out the Goblin Electromancer and the instant/sorcery that you know they have in hand. It's even better against burn. Very refreshing take on 8-rack (even though I am confused why you have 7 mainboard and 1 sideboard. Why not use the SB space for something better?)
2 weeks ago
Hey Hexcimal, it's been a while! I decided to take a peak at your list again and noticed you're running Fragmentize. I personally would suggest Disenchant, which is one mana more, as it can hit anything 4+, ie Wurmcoil Engine or Batterskull, and it's an instant! Which may be helpful especially if you're on 1 Island & 1 Hallowed Fountain. This way you can, in response, tap that white mana and cast it afterwards before mana is cleaned up for the next phase, so you don't end up playing Izzet!
Best of luck, I'm loving the way you laid out the deck's description.