Permanents you control gain hexproof and indestructible until end of turn.
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Heroic Intervention Discussion
3 hours ago
If you were to add Woodland Wanderer, you should play Aether Hub and maybe Servant of the Conduit since they help you get to 4 colors for converge. Both cards synergize with Winding Constrictor nicely, so maybe that's not a bad idea. They would also help your mana fixing, since your current 12 black sources are not nearly enough to reliably cast Drana early on (aim for 16 or so).
Playing both Blossoming Defense and Heroic Intervention as full playsets seems too much, in some matchups they are just really low impact and you don't always want to draw multiples. I think a total of 3-5 of this effect is enough for the maindeck, the rest can go to the sideboard (if there is room for that).
5 hours ago
First of all, thank you for the comment. I appreciate it.
I understand the fear of having Aetherborn Marauder come into an empty board, but I also feel like it can be a good trade off in the right situation. I agree that I needed more Verdurous Gearhulks though. I'm keeping the marauders for now, but maybe I will have some bad experiences in testing and take them out.
I think you were mostly right about Heroic Intervention. I had too many and they are not as valuable then they seem at first glance, but I also like it for use during my own attack phase. Basically, the indestructible is nice for more than just preventing boardwhipes. This is even more true since Glint-Sleeve Siphoner has menace. They can attack more freely, getting energy and wasting blockers. I've been thinking about using Blossoming Defense, the fact it's one mana and can save Winding Constrictor from Yahenni's Expertise, has made me decide to add it for sure. Plus, it saves most of my deck from Fatal Push, which seems to be in most black standard decks right now.
You are completely right about the lands. I want to work more in, but I've been having trouble deciding what to cut. I'm decided Rishkar, Peema Renegade is too good and I need him in, but that leaves even less room for land. I ended up only adding a Blooming Marsh, and 2 Rishkar, Peema Renegade, but I want a full 4.
Gonti's Machinations has great synergy with Glint-Sleeve Siphoner and Winding Constrictor. I removed it because it is isn't needed, but it gives more energy. Maybe in a deck that relied less on +1/+1 counters and more on energy counters. I suppose at most points of the game though it is just a card that heals you for 3 and hurts the enemy for 3 because you will have plenty of energy most of the game without it.
10 hours ago
Jimmy_Chinchila, thanks for the great comment! Mistcutter Hydra and Heroic Intervention are both solid cards. I think I may add them to the sideboard, I'll have to acquire the cards. I enjoyed writing the fun description.
denijsx90 I had tried a variant of this deck with Sage of Hours, it's definitely a fun card, especially if you can combo off with it. The reason I cut Sage of Hours was because in Modern, it's easy to get Sage of Hours to 4 counters, but very hard to get him to the critical 5 counters, and it's so frustrating if you don't get there! There simply aren't enough one-shot spells in modern that give a creature 4 or more counters. If a new spell is printed that makes it easier to accomplish in Modern, I'll definitely consider adding Sage of Hours back in.
12 hours ago
Trading Post is too much flavor and too useful to cut IMO. Why play Heroic Intervention? I can see cutting that for Hull Breach. Martyr's Bond underwhelms me typically, so that seems like the best cut for T&N.
13 hours ago
Very cool build,+1. I always liked Mistcutter Hydra as a SB card to hose blue decks. Heroic Intervention would also be a solid side-in against removal heavy archetypes or even some aggro builds as a combat trick. Looks fun, and I appreciate the creativity. awesome description also!
14 hours ago
I've playtested against a few decks and dropped Drana, Liberator of Malakir entirely, the double black was a pain in the ass. In it's place I'm adding a third Nissa, Voice of Zendikar and, after seeing how well it performed, another Animation Module.
As far as Scrounging Bandar goes I'd drop Narnam Renegade before him. He interacts so well with Animation Module by creating servos, with Winding Constrictor quickly multiplying counters, or just moving counters around to protect your more important cards from direct damage and/or getting the benefit of the ability on Rishkar, Peema Renegade.
I think i'd keep Fatal Push in the sideboard and rely on the size of my creatures to force a block or block incoming damage, however it did suit me well vs a control deck running 4x Thing in the Ice Flip. I'll probaby drop narnam altogether for your suggestion, Baloth Pup, and then sideboard him out for game 2 if I find I need my Heroic Intervention vs control, Ruinous Path vs. superfriends, or Fatal Push if they have creatures with troubling abilities.
16 hours ago
Well, both cards give hexproof, so the choice is more between all your permanents being indestructible vs one getting +2/+2. Blossoming Defense can save a creature from Yahenni's Expertise or Radiant Flames, or another similar sweeper. Heroic Intervention won't protect you against sweepers like Yahenni's Expertise, but Radiant Flames and Fumigate are both useless.
If the deck is trying to go wide, then Heroic Intervention is the way to go. If the deck is trying to go tall with humans (perhaps with Metallic Mimic, Thalia's Lieutenant, and Tireless Tracker), then Blossoming Defense would the better option.