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|Modern Masters 2015 Edition (MM2)||Rare|
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Return all artifacts target player owns to his or her hand.
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Hurkyl's Recall Discussion
2 weeks ago
2 weeks ago
I haven't worked on this deck for a little while but I may have another go now Mox Amber exists, it could be a great fit. As for the problem you describe you are right but playing a lot cantrips is very awkward with ensnaring bridge and canonist, I think some viable options could be Hurkyl's Recall on yourself or Repeal as targetting a 0 drop artifact and replaying it is a good way to build up casts and repeal is decent against random permanents your opponent might have, the list should probably play at least one. Another note, this deck should probably play a Rule of Law or Curse of Exhaustion over one of the canonists to better hose artifact decks, though that may be too inconsistent.
3 weeks ago
Mainboard Suggestions:Spellstutter Sprite may not be the best card for this deck, as it requires faeries to be conducive. I might consider Mana Leak or Spell Snares and some Vapor Snags. I would also play at least 2 Fatal Push and definitely play our wizard friend Snapcaster Mage. I would take out the Silvergill Adept and replace them with Opt or Serum Visions because adept requires you to have at least 1 merfolk in hand for it to be any good. While I understand that you are playing Cursecatcher and Master of Waves I do not feel those are extremely powerful in this deck and I only see Cursecatcher being helpful in a pinch. I would play less cards with 3+ cmc, as in modern you are potentially (but not always) dead on turn two or three.
Sideboard suggestions:I would play Damping Sphere at least 1 Negate or 2 Countersquall. I would definitely play 2 Hurkyl's Recall and 1 Torpor Orb. I might even go as far to play the merfolk from the current mainboard in the side.
I think wizard tribal is awesome, and I think this will be fun.
1 month ago
Ooh, Faeries. I play with Faeries a lot, so, naturally, a few ideas came to mind.
- I'm not a fan of Mind Sculptor in the deck. Yes, he's powerful, but he's a sorcery-speed four-mana spell that doesn't win the game immediately. Liliana's a much better fit here, especially being able to recur your faeries for even more fun.
- Something I always recommend with Faerie decks is Cavern of Souls, and, in your case, you play a lot of wizards, so you can name that. Also in terms of landbase, I don't like Tar Pit, as it comes in too slow, and would suggest Secluded Glen instead.
- I like using Scion of Oona, as it helps to protect your faeries (including Bitterblossom!) and smash face when that time comes. Four may be too much, but a few seem like good options.
- In terms of hand disruption, my view is that Thoughtseize is pretty important: it's proactive threat neutralization for one mana (and two life), though Inquisition of Kozilek is perhaps better in the early game.
- As crazy as it sounds, with all the blue you have in the deck, Commandeer may be a good option in the sideboard. It swipes Planeswalkers and big spells otherwise (ex. Part the Waterveil in the "oops all turns" builds), plus it costing zero mana means it can often come from nowhere. You also have Imp's Mischief as a very unexpected misdirection-like effect.
As for specific deck answers...
- I run Hurkyl's Recall as a sideboard answer for Affinity/Lantern: two mana to bounce almost anything can be a lifesaver.
- For storm (I don't know if it's very popular where you are), consider both Mindbreak Trap and Nimble Obstructionist. The latter can also serve as a 3/1 blocker/face smasher and can also stop nasty effects you don't want to deal with.
- To deal with graveyards and graveyard shenanigans, either Extirpate, Leyline of the Void, Relic of Progenitus, or Surgical Extraction are all potentially good options to consider. I'm a fan of the Relic, but Leyline's useful as well in that it comes out on turn 0 if needed.
1 month ago
My initial impression:
Things I like:
All the rocks
Much more interaction than the heavy storm list I'm running
Wheel effects - If you can wheel into Scrap Mastery that seems really good.
Things I'm not sure I like:
Lion's Eye Diamond - What's the point of drawing all these cards if we're just pitching them?
Panharmonicon - Since it doesn't work with Jhoira it seems like it's not that useful.
Lack of Krark-Clan Ironworks - This card is one of the best mana engines and combo enablers for artifacts. It can generate a lot of value with Scrap Trawler in a Jhoira list as you just continue to draw cards off of the recasts.
Engineered Explosives - Unsure on this one because I feel like it can hit your own things a lot, and it can only go up to 2 in this deck, but it could still be pretty good. I'd have to play with it to be sure.
Master Transmuter feels slow, since you don't get the draw trigger off the thing he puts into play.
Silent Gravestone - Not sure how I feel about this one. I think Grafdigger's Cage offers better passive grave hate and Relic of Progenitus offers better active grave hate, but if you don't want to give up multiple slots I guess this is an okay middle ground.
1 month ago
lynden - I've been testing Winds of Rebuke with some success, and I plan on testing Mox Amber and Unwind. Blink of an Eye is a maybe; not sure I need a second Into the Roil. Though not a new card per se, Rebuild is probably going in over Hurkyl's Recall, though it does require a slightly more convoluted combo line if Dramatic Reversal is exiled.
There's no exact replacement for Grim Monolith, but Lotus Petal and the new Mox Amber both suffice for the purposes of making the combo loops work.
1 month ago
Now, the shell I just described only helps if you have some non-draw cantrips to go with it. Like Telling Time, Anticipate, or Supreme Will. Or, you can use fun things like Hurkyl's Recall to bounce your own mindlock orb in your upkeep to search.
1 month ago
Pretty solid maindeck. The things you want to keep in mind when making a sideboard are what your deck is trying to do, what your deck is bad against, and what other decks need to do to beat your deck.
The most important of those, in my opinion, is the first one: keeping it focused around your gameplan. If you build your sideboard with the goal of your deck in mind, your deck will be better because it's more focused, even though you may be playing cards that aren't as good as others in a vacuum. Morsel Theft is a good example of that; Collective Brutality is a much better card and is played in many more decks, but in a deck that is trying to beat down, gets no value from the discard, and is already focused around Rogues, Morsel Theft is arguably better. Keep this in mind when considering some of the cards currently in your sb like Cryptic Command and Damnation. They're two very good cards, but in your deck they don't fit at all (especially Damnation. You don't want to kill your own creatures).
The next most important is shoring up your bad matchups. Your worst enemies are removal-heavy midrange/control decks and combo decks. Devote most of your slots to these, but be sure to keep the goal and limitations of your deck in mind when doing so. In an aggro deck, this can mean looking for sideboard cards that can also help deal damage--Earwig Squad is a good, aggressive Rogue, but it's also a great card against combo like Storm. Cheap counterspells and discard spells are your best friends against removal.
The last is sideboarding "against your opponent's sideboard". This is more important for combo decks that only need to protect their combo to win than it is in "fair" decks like yours. In fair decks this mostly overlaps with the shoring up bad matchups part. Basically just think of what your opponent would bring in to beat your deck; sweepers are at the top of the list. To beat those, counters such as Spell Pierce and Negate work well, but in a deck with a low land count you don't want counters that cost any more than that, no matter how good they are (pointing at Cryptic Command here).
Those three things make a very loose guideline for how you should build your sideboards, but you can always just go Google "how to make a modern sideboard mtg" or something and a more specific guide will pop up. Something like "3-4 graveyard hate cards, 2-3 artifact hate, 2-3 aggro hate" etc etc. Looking up good sideboard cards in the colors you need is a good idea as well, especially if you're new to magic/the format. Some sideboard staples I can think of off the top of my head: Thoughtseize (<-against combo, spell-based decks->) Inquisition of Kozilek, Collective Brutality, Relic of Progenitus, Nihil Spellbomb, Negate, Dispel, Spell Pierce, Hurkyl's Recall, Echoing Truth, Spreading Seas (<-- really good against Tron)