|Commander / EDH||Legal|
Combos Browse all
Basic Land — Forest
(: Add to your mana pool.)
Price & Acquistion Set Price Alerts
12 hours ago
Seems pretty solid.
12 hours ago
I have most of this deck available to me right now minus the 2x Chandra, Torch of Defiance and the 4x Game Trail so to save some money (About $60) I took these 6 cards out and replaced them with 2x Natural State , 2x Forest , 2x Mountain. The deck is fun to play even if i don't have it fully as intended. Thanks!
17 hours ago
kloac since I have no 3 CMC cards I prefer Evolving Wilds to Jungle Hollow because if I cheat on lands (WHICH I AM) I can use the scion tokens to make sure I play 2-3 spells in a turn. It is very important for my deck to have at a minimum 2 mana in play and the first two lands are generally one Swamp and one Forest the third land I prefer to be a Swamp in grindy matchups where I want to play loads of removal, but the third land is a Forest if I want the 2/2 Wolf, 3/3 Boar, +3 +1/+1 Counters beat down against relatively creature less control decks.
Altar's Reap look really interesting considering the deck has zero draw and plays off the top. I would most likely put the Altar's Reap as a 2 of in the SB to pair with the playset of Aerial Volley in order to improve my Mono Blue Aggro matchup.
THE SPICE:2 Feed the Clan there is a ton of super aggro and sometimes gaining a surprise 10 out of now where is a recipe for success in any match.
1 day ago
1 day ago
Good deck! I like it!
2 days ago
so you will probably see more aggro than anything. i normally see tron, affinity, burn and then white blue control normally. the first thing i noticed about the deck is that you have 8 counter spells when this isnt even a control deck. i suggest
the sideboard and mana base need a bit of work but this should be a pretty solid deck for a local fnm. if you dont like it i suggest you look up temur traverse because thats probably the strongest and most reliable temur deck for modern right now.
4 days ago
5 days ago
i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.
Now lets look at green. what does green give you that red does not have.
mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).
1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.
so lets walk through the deck piece by piece.
Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.
Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.
Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.
Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.
Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.
World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.
Lightning Bolt: probably one of the best red cards printed.
Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.
Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)
Stone Rain: Bread of the deck. does exactly what you want to do.
Molten Rain: bread, meet butter.
Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.
Aether Hub: if you switch to a 2 color deck you can take this out.
Blighted Cataract: regardless of if you stick with blue or not you should take this out.
Botanical Sanctum: obciously if you drop blue you drop this.
Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.
Forest: basics are cool.
Island: this card makes people concede in legacy.
Mountain: glory be to red and all the pain it will cause.
Spirebluff Canal: you drop this if you frop blue.
Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.
if you couldn't tell i really think you should drop blue.
hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.
best of luck with your deck.