|Commander / EDH||Legal|
Printings View all
|Core Set 2019 (M19)||Common|
|Iconic Masters (IMA)||Common|
|Eternal Masters (EMA)||Common|
|Dragons of Tarkir (DTK)||Common|
|Modern Event Deck (MD1)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|Premium Deck Series: Graveborn (GRV)||Common|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
|Duel Decks: Divine vs. Demonic (DDC)||Common|
|Seventh Edition (7ED)||Common|
|Urza's Saga (USG)||Common|
|Promo Set (000)||Rare|
Combos Browse all
Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.
Price & Acquistion Set Price Alerts
20 hours ago
Way too many one-ofs, and no real focus.
Try this: Decide which 4 cards you really like seeing on your opening hand, and get a full set of each of these. Remove other cards that are similar, but at higher cost.
Also, to be brutally honest, a lot of the cards are very low powered, even by casual standards. Just consider cards like Duress or Gatekeeper of Malakir... both are budget-friendly options, and you've included neither of them. Silvercoat Lion is a 2/2 for 2 mana - that is (problems with mana colors aside) the same as gatekeeper. Which do you think is better?
A card like Azorius Arrester could be funny - if you built your deck around small, aggressive creatures and disruption to let them attack without too much interference. But then one of the next cards on the list is Hopeful Eidolon, which is a card that wants you to cast spells at it. Sure, you have some bestow-spells, but mostly they are way too expensive in mana compared to cost, and you don't have much else heroic to justify the extra expense. All in all, you could remove everything heroic and bestow, and up the numbers of small and aggressive creatures, for a better deck.
Land... there are so many kinds of dual colored land in modern, and it's really useful to have those.
3 days ago
I have been tinkering with a Mono white Turbofog brew on and off for quite a bit and have seen it perform extremely well from time to time but I am looking to spice it up a bit and give it a means to combat combo decks....without adding/splashing .
SCORE: 3 | 4 COMMENTS | 646 VIEWS | IN 3 FOLDERS
As it stands the deck wins via clearing the board and then pooping out Angels to win when possible with Luminarch Ascension... and now and then hardcast Emrakul, the Aeons Torn which is far more gimmicky than actually practical...
what i am wondering... is if anyone has any thoughts/advise on perhaps adding/splashing to have access to Thoughtseize/Duress with perhaps a discard engine like Necrogen Mists to have harassment over the hand and perhaps capitalizing on the draw engines of Howling Mine/Temple Bell with having a punishing effect like Liliana's Caress/Megrim..... does this seem like a neat idea or am i falling into a trap of trying to make my deck do too many things at once?
3 days ago
Nice idea, but pretty difficult to build on budget.
You stated, you need ideas for your sideboard:
Maybe something to gain life to improve your game against burn decks. Budget ways I'm thinking of maybe Bottle Gnomes or Brindle Boar or even Dragon's Claw. Don't know, what you can get your hands on.
If possible, add some creatures with a nice value of cost to power/toughness, thus simply providing a second game plan to switch to, if your reanimation somehow is disabled or won't work for other reasons. I'm afraid you'll have to find those creatures yourself, for I have no idea what your budget's top level is nor what you allready got at home.
If you got any space left in your board, try to include answers to threats appeariing in your local metagame. Your playgroup/meta is full of decks running a horde of small and fast creatures? Try finding spells that kill of most/all of them at once (I'm thinking of things like Pyroclasm, Drown in Sorrow, Golden Demise and so on). Your meta features combo decks? Look for simple answers to break the combo or prevent it from even happening (=> most likely some discard spells like Duress).
I hope I provided some useful ideas.
4 days ago
Hey, thanks for the suggestion. I had tried Extirpate in a previous build, but I found that it was kind of narrow in use. Now that we have silver bullets like Lost Legacy and Infinite Obliteration at just three mana, we can be a bit more flexible. Extirpate is a great card though.
Honestly, you really could get away with a budget build for the time being. The most expensive integral piece now is Runed Halo and thanks to UMA, it is already about $5 a piece. Swap Inquisition and Thoughtseize for some combination of Duress, Despise, and Divest to get that early game intel that is- list text here so important to this deck. A playset of Caves of Koilos and a bunch of basics would easily form your mana base. In the sideboard, Leyline of Sanctity can become Ivory Mask and Porphyry Nodes can join Sadistic Sacrament in becoming more spot removal such as Mortify, Anguished Unmaking and even Utter End. I wouldn't be surprised if you couldn't get it right at or even below $100. Good luck!
Hey, thanks for that! I am glad you like it.
5 days ago
Im just going to talk 'bout sideboard. I think that Cast Down is a 2-of main-deck over 2x Lava Coil. I would try 2-3 Duress over 4x Unmoored Ego, usually bringing in 2 egos is enough, 4 is overkill and you will end up clogging your gameplan with a spell that doesn't do damage.
6 days ago
Grey Merchant of Asphodel could be good in this deck as well as Phyrexian Obliterator if you have the budget for it. You're also a bit lacking in disruption, and might benefit from the addition of some kill spells and hand hate like Thoughtseize (not budget) or Duress (Budget).
1 week ago
I am a bit late to the party here, and have only skimmed the replies, so I'll probably be a bit repetitive. Still, this is a topic I've put a bit of thought into, so wanted to share my own points.
First, I don't have a problem with land destruction. In fact, in a very sadistic way, I enjoy playing against it. Land destruction, like any resource denial deck, is somewhat terrifying to play against--you're on a clock, and each turn, your enemy is slowly building up their resources, while you're increasingly stagnating. As the person against land destruction, I love how it forces me to think about my resources, carefully planning ahead, terrified those resources might suddenly vanish.
However, I understand the dislike others have for land destruction, and, in the interest of playing devils advocate to myself, am about to ramble a lot about why players see MLD as different from other control methods.
Speaking really generally, Magic has several different resources. In most games, there's the library, your life total, your graveyard, cards in your hand, cards on the stack, the command zone, nonland permanents on the battlefield, and lands (they're both on the battlefield, but fill very different roles, so I think it's fair to treat them as different resources). Some cards allow you to use cards in exile (ex. Squee, the Immortal) as a resource, and two (Darkpact and Jeweled Bird) allow you to use cards in the now-defunct Ante zone as a resource.
There exists denial of most all of these resources.
The library is the weakest resource--it generally doesn't do anything for you until those cards are actualized and put into your hand. Mill, and library exiling effects, can be considered "library denial." These strategies tend to be weak--you're not actively interacting with a resource that matters. It's a bit silly to get upset about being the target of library denial, as your opponent is only going after a weak resource--yes, they might sometimes hit your win condition, but they are also likely to miss it entirely--after all, they have very little control over what they're actually denying.
Life denial is pretty clear--combat damage and burn spells. If your deck is not prepared for life denial, you've made a serious miscalculation. This is, after all, probably the most common type of resource denial.
Graveyard denial exists in many forms, such as Tormod's Crypt. Not everyone uses the graveyard as a resource, and, those who do, need to be sure to protect against graveyard denial. If they don't, that's on them--not the person countering their strategy.
Cards in hand - Duress. This is another one which, like MLD, many players find problematic--after all, you are denying them a resource they know about, but have not yet been able to use. This is mitigated some because you always have your draw step, so can conceivably still win or get ahead before the card is discarded.
Spells on the stack - counterspells. Again, this is such a fundamental part of Magic, it's expected, and you need to be prepared for it. That it is expected weakens the sting of this form of denial.
Nonland permanents - removal of all sorts. Same as life loss and counterspells--this is just a fact of Magic.
Now, rambling aside, on to Land Destruction.
Land destruction is resource denial that is not common, so many decks are not prepared for it. Unlike life/nonland permanent/counterspell-based denial, you don't see MLD as often, so many players have not mentally sealed themselves for this form of denial.
Second, with other forms of denial, you are likely to draw into a card that will help you--lands make up less than 50% of the deck, so you are less likely to draw one and "catch up" after some of your lands are axed.
Further, unlike counterspells or discard, which are only useful at certain times (a spell worth countering on the stack/cards in hand), land destruction can, and should, always be played, meaning a land destruction card is never a dead draw and there's no skill to using it as you can't fire one off at an inopportune time (i.e. countering the wrong spell, leaving a player open to cast a bomb).
Finally, when your spell is countered, your one turn behind, but can catch up next turn. With MLD, you are perpetually one, then two, then three turns behind, lacking the mana to even make a measly turn 2 play on turn 6.
Anyway, that's a bit ramble-y, but here is the TL:DR:
The combination of its rarity makes MLD "sting" a lot more to players. The fact it is relevant and never a dead draw or misfire makes it feel oppressive, and like the MLD-user doesn't need any real skill. Players don't like feeling as if they are perpetually playing catch-up.
1 week ago
Athraithe: Agreed. I took Detection Tower out of the maindeck when I added more counter magic to the list since I was banking on countering the hexproof things before they became a problem. I recently reworked the deck to be more removal-heavy and less counter-heavy and with this build, I definitely agree that Detection Tower should return to the maindeck.
For the SB, I ditched the Fungal Infection, The Eldest Reborn, and Disinformation Campaign, per your suggestion, and went down 1x Cast Down. I added 2x Price of Fame and 2x Duress. I think bringing in the Duresses and taking out the Thought Erasures in control mirrors is a more effecient method of clearing the way for a Thief of Sanity or one of the wincons is better than a 3rd Negate in the SB.