mtg, mtg cards, magic the gathering, gaming, geeks
Creatures your opponents control with hexproof can be the target of spells and abilities you control as though they didn't have hexproof. 3, Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and are unblockable this turn.
|Have (25)||capriom85 , GoldGhost012 , Unforgivn_II , Butters01 , agGravity , Nthnbnntt09 , RJ_Rozzman , Mazzuno , ljs54321 , Comicalflop , tj70 , shadowhound14 , Putrefy , thedoctor603 , swagtron7 , K1LR0Y , blackmarker90 , Unjust_DiabIo , emrakool , x754 , blackdragonetm , Spinalripper , pumpkinsword , Waxmywand , ShadowLand|
|Want (9)||Default404 , megamastergamer , byronof12 , Valentine35 , APPLE01DOJ , Apoptosis , GriffinRider , VampireArmy , Alizer313|
@Glaring Spotlight --- It does not prevent boardwipes, it only gives your creatures hexproof.
For your deck, I would consider taking out some of your 2-of's to make your deck more consistent. For example, I would recommend replacing Underworld Cerberus with 2 more copies of Master of Cruelties.
Curtain of Light doesn't seem that amazing here. I would change it for Brave the Elements , Journey to Nowhere or Path to Exile . Also Glaring Spotlight is not the best answer for hexproof imo, cos if you go up against a Blood Baron of Vizkopa or something similar there is nothing you can do about it. I would change it for Celestial Flare .
Many people seem to be getting the idea for this deck wrong. This is a tempo deck, meaning its sole purpose is to build up my board presence and decrease my opponents at the same time in order to win. All the cards synergize with each other in some form of way, but what people have been suggesting are combos, not overall deck synergy. I do not want a card that requires for me to have another card on the field nor in my hand. Such cards become dead cards too frequently. While I normally do enjoy combos a great deal, it's not what this deck wants, and it doesn't work with this deck. If a card's purpose is to only work with one other card in this deck than don't suggest it, as the cards I have chosen work to increase my tempo on their own, but have additional effects that create this deck's synergy. As such a card that relies only on working with other cards, does not apply to the tempo theme of this deck.
For a better idea on tempo, this WotC article should shine some light on this deck as my explanations aren't always good.
Did I create this tempo deck after reading this article? No, I found Death's Shadow and wanted to make a deck around it. But what I found during play-testing, was it required a certain type of cards and playing style to work. I quickly realized that I had no knowledge on tempo as to the best definitions of it, but from proper research (a weeks worth or so) and play-testing I was able to determine how this deck should be built.
A new deck description may be in order. It seems I should focus on the tempo aspect for this description rather than the function aspect.
When I say Essence Scatter , miloguy, I mean Mana Leak , Delay , Dissolve , Remand , Cancel , Pact of Negation , Dissipate , Counterflux , so on and so forth. Also about the fetches, this deck runs a lot better without the green fetches. If you look at the updates, you'll see. City of Brass is any mana AND includes deck synergy whenever I want. It is also more important mid-late game than early game. Early game I want to fetch into an untapped shock. Taking 3 damage puts me closer to an earlier Death's Shadow . Late game I have already lost too much life from fetch -> shock and just need to control and limit my life loss while still having a large portion of mana open, City of Brass is just that. Gemstone Caverns is also any mana, but as I frequently find myself with 6+ mana if the games get to long I don't have to worry about having lands die. If it gets tedious I'll put back in the green fetches and shocks.
Phyrexian Unlife prevents DAMAGE, not LOSS OF LIFE. Those are two different terms. Also, you have to know how to play against each archetype of deck. Against control, you aggro. For aggro you abuse this deck's synergy. For mid-range you play mid-range. While yes mid-range will be the toughest opponent as mid-range is "like a tempo deck" and tempo decks can easily keep up with other tempo decks, but it would be difficult for them as well because I too house removal, I too house powerful creatures, I too know how to play around my opponent's deck to win the game. I played limited style when I first started Magic, so playing a deck a completely different way to match another deck is what I can do easily. You just have to learn when certain cards are best used and how you should use them. As for the life-gain, life-gain is anti-synergy. I used to run Vault Skirge but lost many a game because I didn't lose enough life. So I took it out. If you can find me a kicker option however, that would be greatly appreciated, as just Angel's Grace isn't enough at times. I do think that you'll be hard-pressed to find one I'm interested in main-boarding though.
8/15/2010 Your "opening hand" is the hand of cards you decide to start the game with after taking any mulligans.8/15/2010 After all players have decided not to take any more mulligans, if the starting player has any Leylines in his or her hand, he or she may put any or all of them onto the battlefield. Then each other player in turn order may do the same.
@ Dreno33 ... dammit Dreno, remove the numbers from your name! I spent 10 minutes trying to figure out why T/O wouldn't link your name!
Never suggest Rogue's Passage . Never! In modern there are soo many better alternatives to it that you should never be wasting a land slot in your deck for a turn 5-7 ability proc. However I do understand your concerns with blocking and heavy removal. I am running Golgari Charm for the token and chump block and toughness one in aggro and ramp. Though Lightning Greaves and Canopy Cover are good suggestions. However, Canopy Cover isn't hexproof, it's better than hexproof Enchanting it onto my opponent's creature means that they can't target their own creature anymore. Also, it isn't a keyword, so the ability can't be prevented by Glaring Spotlight . I do however believe that it should only be used in certain scenarios, as I have reanimator with Orzhov Charm as well. So I think I'll remove Surgical Extraction and Extirpate from the sideboard for Canopy Cover and Lightning Greaves as I have enough removal to not worry too much about combo decks, for the moment that is.
This is just a deck amishrambo, I play Magic really for the deck-building. As for actual playing with others, I don't really, besides OCTGN. My LGS doesn't do modern too much and most play only standard. I make decks for the challenge that is making them, and it helps keep my mind active against the false life that is video games, shows and literature.
I'm not sure if you have a budget that this needs to stay under but if you do please just ignore the suggestions I have that are expensive. Suggestions I would make are:
Fauna Shaman is a good tutor for creatures
Overgrown Tomb is generally preferable to Golgari Guildgate . I understand the Guildgate can be tutored with Gatecreeper Vine but the Shockland can be tutored with things that look for a basic land type such as Farseek , Ranger's Path , or Wood Elves
You may want to consider something that makes your creatures hexproof so that your big guys cannot be targeted by kill spells. (Alpha Authority , Asceticism , Glaring Spotlight , Mask of Avacyn , Ranger's Guile , Ring of Evos Isle , Sheltering Word , and Swiftfoot Boots are the things that do this in Modern. I would suggest one of the equipments or auras since they are continual instead of 1 shot.)
LeaPlath What if I were to cut Glaring Spotlight and then cut Unexpectedly Absent and maybe Beast Within to add Bant Charm , Oblivion Stone , and Nevinyrral's Disk ? This would reduce my reliance on targeted spot removal, making Glaring Spotlight useless anyway and allow me to slot in those 2 more boardwipes.
Well, the deck is... Well... Mean. ;)
Fireshrieker can easily come out.
Glaring Spotlight I'm not so sold on removing, I have a lot of targeted spot removal but then again I also run a lot of board wipes. It bears further study.
I'm mostly a standard player, so I'll bounce some cards off you and see what you're comfortable with: Glaring Spotlight , Volatile Rig , Ratchet Bomb , Overgrown Tomb , Skylasher , Molten Primordial , Chaos Imps , AEtherling , Akroan Horse , Bow of Nylea , Lord of the Void .
I'm back from my trip, and Wow. Just Wow. I never thought that this deck would ever get so much positive feedback from the community. Over 190 upvotes, you guys rock!
I will start replying to all of your suggestions and comments to the best of my abilities!
@Haiku: Glad to hear it!
@Geoffrey1: I think Shock is nice because its burn. Burn good. Anyway, Blustersquall can buy you a turn, but I guess I would rather keep stacking on the burn. It's also a bit underwhelming to storm into. Just a personal choice I suppose, but I would be interested in how Blustersquall would perform here. Thanks for the suggestion!
@Jrjersey01: I haven't been able to personally pilot it, but from the posts I am reading people seem to be having a good time with it! I'll be the first to say that this will probably not take you all the way at an FNM. But you should have fun, and that's what you're here for, right?
@soccer-skiing: Thanks! Stay awesome!
@LordZeo: Thank you so much for the playtest! It seems like a major weakness of this deck is hard aggro decks like RDW, or Naya/Selesnya beats. It seems like Turn / Burn deserves to be in the sideboard for sure. Glad to hear it performed well against control.
@paesano2000: No, hats off to you guys!
@Kismet: Yeah, Ral Zarek could really give the deck a consistent late game wincon, if everything else goes wrong. The consistent burn would definitely help to stall, and if you get off his ult it's probably GG. Unless you suck at flipping coins :P
The Glaring Spotlight seemed like a good idea against hexproof when I was making the deck, but it will probably have to go. The main reason I was running 3 in the sideboard was to be sure I could cast it with Possibility Storm out. I'm most likely going to put in Turn / Burn instead to deal with the bigger creatures in standard that are trickier to deal with.
@Nawne: Glad you like it! The deck does have issues with bigger creatures and with planeswalkers, so I'm going to try and adjust the sideboard to compensate. Catch / Release , Pithing Needle , Rapid Hybridization , and Turn / Burn should give us lots of options against these decks. Keep me posted on your progress!
@RedSoxFanKy: Thanks! This was so much more than I ever expected when I first made it. Shoutout to jchudz for giving me the inspiration to make this deck! Check out his version as well, if you haven't already:
@mikehickey84: Elite Arcanist was actually one of the original cards I had in the deck when I made the first draft. My thought was that it would give me the consistency that my opponent would lose when Possibility Storm was on the field. But, in practice, it was a fragile 4 mana creature that offered my opponent way too many opportunities for a 2-for-1. In addition, if you storm into it with no sorceries/instants in hand, he becomes totally useless. Thanks for the suggestion though!
@KottonMouse: I'm not sure if your question was answered already, but I will go ahead and answer it now that I am back. Basically, if you cast the last spell of its type, you "exile" cards from the top until you have gone through your entire library. Then, they all then get reshuffled to the "bottom of your library", but since you went through the whole library you would just have to shuffle your deck. You would go through the whole deck, then shuffle the whole stack back into your library in a random order. No cards are lost. Keep in mind that if a card has multiple types (for example Bident of Thassa ), you would exile cards until you hit a card of either type (in this case an enchantment or an artifact).
@KrisCarter: Awesome! I hope you enjoy your version as much as I enjoy this one, keep me posted on how it progresses.
@hiii007: Regarding Anger of the Gods , I feel like this would hurt me more than it would help me. It could be useful against Gruul BTE aggro, but I think targeted removal will suffice for the most part. Thanks for the suggestion!
@mikehickey84: Yes, yes it is! Shenanigans are what makes magic great!
@spiffykev: I'm glad you enjoy the deck. Surviving until your Possibility Storm hits the field can be a challenge, but it's so worth it when it does. As far as shocklands go, I assume as a budget builder that if people have the money for cards like Steam Vents , they will go ahead and add them in on their own. I like to give people a bare minimum deck that can run pretty smoothly without the need for cards like that, but they are definitely welcome additions to any player that can afford them! I would like to make this modern, but I am a total noob with anything before Innistrad. If you decide to make a modern version, please let me know!
@Geoffrey1: Awesome! I'm glad you had fun piloting this deck! It's so weird that you played the mirror XD I didn't even know that was a thing! I'm going to update the sideboard to help deal with the deck's weakness: heavy creature aggro. When I first built it, I had to make general guesses at what the deck would struggle against since I didn't have a whole lot to go on. Now that a few players have tested it out, I have an idea of where the deck performs well and where it doesn't. Thanks again for the playtest, and have fun!
Thanks again everyone for your feedback and input. I will keep working on it, and maybe someday we can win an FNM with this 40 dollar deck!