|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition||Uncommon|
|Promo set for Gatherer||Rare|
Combos Browse all
Electrolyze deals 2 damage divided as you choose among any number of target creatures and/or players.
Draw a card.
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|Have (13)||awalloftext , AtomicEmpire7 , BlueMageBrandon , golgarigirl , rockleemyhero , brokendwarf , Swamy , Dredgar , kpral , xpsychovampx , , CampbellStev , gildan_bladeborn|
1 day ago
I don't think it is better. What you want to do is protect your creatures against mass removal and hexproof adds nothing to that. The only situation where giving all your creatures hexproof is good in, is when your opponent wants to remove two or more creatures with a target spell (only thing I can imagine right now is Electrolyze). On the other hand, Selfless Spirit provides board presence and is a 2/1 flyer that can directly attack your opponent or block when necessary (including flying creatures like Restoration Angel and Vendilion Clique to name a few). It also gets a +1/+1 boost from Liege, making it more dangerous for your opponent. This is just infinite times better than an instant card.
If that didn't convince you, look at the following example to show you how important board presence is: Dark Confidant is probably one of the best cards in the modern format. Some might wonder why, because it hurts you like hell, and there are other options for card draw in black (like Phyrexian Arena, it costs 1 mana more but hurts a lot less). Still, the simple fact that Confidant is a 2/1 creature that can attack and block, alongside the draw effect, makes it a modern staple that is played in tier 1 decks, while a non-creature spell (like Phyrexian Arena) barely sees play in any modern deck.
4 days ago
So it almost seems that you are on the precipice of 2 versions of the deck. You could go more aggro counter-burn by adding Stormchaser Mage and Bone Picker or you could go more controlling by taking out Young Pyromancer and Electrolyze and adding more counters. Either way I would add one maindeck Dreadbore and move one Terminate to the sideboard. I would also add things like 2 Grafdigger's Cage instead of Rakdos Charm and something else.
5 days ago
6 days ago
To be a control deck in modern, you need counters, removal, draw and bombs.
You want 25 lands. Ensure you can draw and play one most turns. Have a good late game. Some of these lands can be man-lands, such as Wandering Fumarole, utility lands such as a 1 or 2 of Desolate Lighthouse, and dual lands, such as Steam Vents, Sulfur Falls.
For counterspells, your bread and butter is Mana Leak. If you can afford it, Cryptic Command is a must play, and if you play fetches so is Logic Knot. Rune Snag can be decent but suffers versus any deck with GY hate. Silumgar's Scorn can be powerful, depending on how you line up your win-condition.
For removal, Lightning Bolt is like, the basis. Electrolyze is pretty decent. If this is budget, Harnessed Lightning can be a good option with some energy production, as it lets you kill big things as needed.
For draw, there are a few ways you can go. You can keep low to the ground with Ancestral Vision (not very budget), Think Twice or go big with Pull from Tomorrow and similar. I personally quite like Think Twice and Pull from Tomorrow together.
For your creatures, you want something cheap, hard to remove, big and ideally with flash. Sadly none of those exist cheaply. Cryptic Serpent is a good size, doesn't die to bolt or decay/push and can come down cheaply late game. Thundermaw Hellkite and Stormbreath Dragon enable Scorn and end the game quickly but lack the cheapness. Torrential Gearhulk gives you all the value, is big, and flashes in. Etc etc.
6 days ago
As a UR fanatic, this deck needs some serious work.
I suggest keeping your curve lower. 5 drops are not fantastic in Modern, as you are usually dead by then.
These are just suggestions, so you don't have to follow them, but they give you more options, that can seriously improve your deck.
Hope that helps, even a little.
2 weeks ago
I know that your average cmc is really low, but you still need more than 18 lands.
I can't tell if you're trying to make an agro deck, or a semi-control deck, or a prowess deck. You have your foot in a few different decks. If I were you, I would go with more of an aggressive strategy. Leave out cards like Serum Visions Slip Through Space and Electrolyze, and put in cards like Mantis Rider Goblin Guide and Geist of Saint Traft. With this strategy, you can get away with running about 20 lands. Good luck.
2 weeks ago
Hello xyr0s! And thank you for checking my decklist
Miracle on opponent turn is glorious but extremely tricky to play in my opinion. I played this deck a lot with my buddies and manage to do it once --> Electrolyze to face into Terminus on his Battle Phase and send all his attackers on the bottom of the library. Felt good.
As for Remand, I'll add it to my acquirelist or try to trade them in my LGS.
Bouncelands are a buddget choice, for I don't have any buddy lands or check lands. But you're absolutely right, they are kind of garbage. I was thinking about replacing them with Amonkhet Cycle Land.
Thank you for you time, your help is much appreciate ! :)
2 weeks ago
The sideboard is rough. I don't know your meta, but 12 cards in the main and seven in the sideboard who's sole purpose is to remove creatures seems not needed. The sideboard is to help with your weaker matches. In this case, you are weak to combo. Restore Balance deals with midrange decks, such as jund, abzan, eldrazi death and taxes, etc. so, you don't need the five removal, Dismember and Electrolyze, and probably not the Vapor Snag. You have all that in the main. You need counter magic such as Negate and Dispel in the side, and probably discard in the main such as Thoughtseize and Inquisition of Kozilek. This will help give you the time to establish the combo you are looking to establish, considering what makes Restore Balance and Living End decks so strong is that they cascade, meaning they only need one piece of the puzzle, the cascade part. They come out of nowhere and wreck the board. Your deck needs a more control element to get to that point. Not sure about Wheel of Fate. I'm guessing it is there to enable a Tasigur, the Golden Fang entry to finish of foes, but does it help your opponents to any degree, or does it completely throw them off there game? Would also like your thoughts on Lotus Bloom. Seems like it could lead to more aggressive Tasigur, the Golden Fang plays. If I had to recommend the Wheel of Fate going, it would be for Ancestral Vision, but you have already commented on that.