T: Add 1 to your mana pool.
2GW, T: Put a +1/+1 counter on each creature you control.
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Gavony Township Discussion
3 days ago
I don't think it is replaceable the exalted trigger is very important. I would probably just run 4 BoP and leave out Gavony Township. If you really want a second mana dork Lotus Cobra is probably best but Sylvan Caryatid is pretty good too.
6 days ago
@Kezvin - I would love a Doubling Season and it would be amazing in this deck, but sadly it far exceeds my budget. A lot of the more expensive cards in this deck I either pulled myself, or I inherited from an Uncle of mine that passed away.
1 week ago
As ZackBinks mention, I have a very high creature count, so I can recover from a board wipe in a pretty timely fashion - though Selfless Spirit does sound like a good creature. I may have to consider him in either main or side.
(So many avenues my deck can goes... Mare-Q!!)
1 week ago
As far as your fetching goes, Sapseep Forest and Mistveil Plains are easy and useful substitutes. I know you're going for a legendary theme, but Knight of the Reliquary would be too good here, especially if you added some lands like Adventurers' Guildhouse, Emeria, The Sky Ruin, or Gavony Township. I also recommend Yomiji, Who Bars the Way, for insurance, and Ajani, Mentor of Heroes for some extra card advantage.
1 week ago
The deck began with 4 Obliterator. For multiple reasons that I will outline here, I kept cutting them until I ended up with zero.
a. It was difficult to cast. Mutavault is very very powerful, especially with Pack Rat; ideally, I would want four. But manlands and Academy Ruins and Gavony Township and Urza's Tower all exist, and demand an answer, so Ghost Quarter, for better or for evil, must be played (indeed, the Tron matchup is difficult enough as it is. Any less than 4 GQ most likely makes it unwinnable). A manabase with Vault and GQ cannot expect to consistently cast Obliterator on curve.
b. He does not fly. Arguably, trample is evasion - it is, however, offensive evasion in that he is woeful at holding down the fort against fliers. Inkmoth Nexus/Bitterblossom/Lingering Souls all ignored him for the win too often when I played him.
c. He is low output against hard removal; if he gets killed, he's killed, and that's that. Unlike, say, Gray Merchant of Asphodel and Kalitas, Traitor of Ghet, who can all eke out value when/before they're removed, even if they never get to attack.
So I replaced him with Desecration Demon. A 4 mana 6/6 flier is very very good against fair creature strategies and demands an immediate answer against control. Because of how Modern manabases play, out 6 * 3 equalling 18 damage represents a full one turn lessening of the clock from the 3 * 5 of Obliterator, which will not usually be enough to kill. The Demon represents a quicker clock against combo, is much easier to cast, flies over stalled board states for the win, and as a 6/6 or more is just straight up harder to break through than a 5/5. I have actually had opponents built up an enormous board while I developed mine as well, and then brute force through Obliterator sacrificing lands, tokens, Aether Vial, etc. Demon, on the other hand, would have threatened a quicker kill, and because he flies, would have forced my opponent in those situations to find a way to tap him, instead of just brute force killing him in combat. Yes, I got value off Obliterator in that situation - but I then lost on the backswing, whereas Demon would have just won.
But Demon and Obliterator are both the same in that if they're killed before combat, they do nothing, and Demon has the drawback of not being able to pull you back into the game if you're too far behind (but that's true of a lot of cards) and the opp just sacs to satiate him for a turn. Obliterator does grant more devotion, but the downsides are too high.
If you think I haven't considered something in this analysis, please let me know!
1 week ago
No problem man! The basis of his deck, if I Recall correctly, was:
3x (maybe 4?) Intangible Virtue
2x (maybe 3-4?) Hero of Bladehold
4x Fatal Push
2-4x Abrupt Decay
3-4x Sram's Expertise
2x (he may have sideboarded them)Raise the Alarm
1-2x Dromoka's Command (again could've been a sideboard card)
Land suite that included on color fetches, shocks, basics, and Gavony Township.
He splashed black mainly for removal and some sideboard answers. I hope this helps!
2 weeks ago
I wouldn't suggest her anyway, she's horrible with countermagic :P
4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?
If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.
Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.
Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.
Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.
You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.
Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.
With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.
I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!