Inquisition of Kozilek

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Inquisition of Kozilek

Sorcery

Target player reveals their hand. You choose a nonland card from it with converted mana cost/mana value 3 or less. That player discards that card.

wallisface on Modern Vampire/lifelink

2 months ago

MotelWifi the big problem with your revised list is that your mana curve is still waay too high - decks often can’t justify more than 3-4 cards costing 4-or-more mana, and you’ve got 15. Your revised list also still has almost no 1-mana cards, which means you’ll often be starting a full turn behind your opponent.

And finally, 63 cards might not seem like much over 60, but every card over that 60 number is weakening the deck & making it less consistent.

A good tip for new players for deckbuilding is to pick 9 cards and run 4-of each of those (for 36 cards) alongside 24 lands. The mana costs of those 9 cards should look something like 1,1,1,2,2,2,3,3,4.

For an example deck and/or inspiration, if I were building a White-Black vampire deck, and trying to keep to your budget, it’d look something like this:

Now, this list is by no means perfect, and could still do with more thought, but it covers some important points:

  • the mana curve is efficient/low
  • most cards are run as playsets (4-ofs) to keep the deck consistent
  • the deck is just 60 cards
  • there’s a good selection of turn-1 plays
  • the cards work well with one-another
  • the lands enter untapped, so you don’t lose tempo
  • the deck has ways to both pressure the opponent while also disrupting them

wallisface on Infested

2 months ago

You’ve done well for your first brew! - here’s some of my thoughts:

  • your mana curve is very high. Modern decks typically won’t have more than 3-4 cards costing 4 mana, and run nothing above that value. Your current curve is going to lead to some very slow/clumsy turns.

  • Added to this, your land count is very low. Most midrange decks want to be running around 23-24 lands.

  • you’re running a lot of cards as 1-ofs/2-ofs instead of as playsets (4-ofs). This will lead to consistency issues and make the deck more unreliable/chaotic.

  • you don’t really have anything in the way of interaction at the moment, which is dangerous as it means basically letting the opponent do what they want. Imo you want around 2-4 playsets of interaction - cards like Fatal Push, Abrupt Decay, Assassin's Trophy, Sheoldred's Edict, Infernal Grasp, Thoughtseize, Inquisition of Kozilek.

What I would suggest for new deckbuilders is to pick 9 cards, and run playsets (4-ofs) of each of those (making 36 cards) alongside 24 lands (for a 60 card deck). For those 9 cards you want a reasonable mana curve - something like 1,1,1,2,2,2,3,3,4 would be ideal. Make sure at least 2-4 of those 9 cards are interaction pieces.

wallisface on MODERN DIMIR 2023

2 months ago

Some thoughts:

YesterdaysGhost on Cash-Strapped Black Racks

3 months ago

Moved 3x Wrench Mind to sideboard and brought in 2x Inquisition of Kozilek & 1x Liliana of the Veil from their sideboard positions. Inquisitions open up mana a little more and give space for Liliana.

Valengeta on Kneel to the Dragonlords

4 months ago

Thank you! You're probably right, Silumgar is a nice dragon with the valuable Hexproof and a board wiping effect, but it can probably be replaced by Terror of the Peaks for extra damage and more mana consistency. I also removed Preordain since I'm taking out Silumgar and Breeding Pool, and replaced it with Inquisition of Kozilek for better early game control

wallisface on Selesyna Midrange

5 months ago

Dylanbrickner good to hear! Good luck with the brewing. Some of my advice before was very centric on assuming this was an aggro build, so here’s some general/generic tips on building a more midrange deck:

  • Midrange decks generally value card quality above anything else - they aim to have a LOT of interaction and then a very small amount of dangerous threats, so normally around 14-16 creatures (all being high impact) in a deck.

  • Mono-Green will have a hard time running enough density of useful interaction to stall the game out in this way. You might want to consider adding either White or Black to the deck, as either of those colours have a ton of interactive spells that would easily allow your deck to thrive in a midrange environment (examples: Fatal Push, Infernal Grasp, Murderous Cut, Inquisition of Kozilek, Abrupt Decay, Assassin's Trophy, Path to Exile, Fateful Absence, Condemn, Dromoka's Command).

  • If you’re playing midrange, you have a lot less room for creatures (as 14-16 creatures are what these decks typically run). So, you want them to all have high impact. Some suggestions to consider include: Thragtusk (stalls the game, replaces itself), and Deathmist Raptor (good stats, late game they can be returned back to the battlefield when you draw additional copies).

  • The game is going to go long enough where running a Companion has a lot more value, if you can justify one. Kaheera, the Orphanguard fits your deck perfectly and should be a companion here.

wallisface on Permanent Destruction

5 months ago

Some thoughts:

  • I would be playing Ashen Rider instead of Angel of Despair, as the mana-costs are irrelevant (the games not going long enough to cast either) but exiling instead of destroying is much stronger (particularly as there's a bunch of indestructible cards and lands available).

  • Zirda, the Dawnwaker seems very weak/useless here, as for the cost of getting it into play you could have just triggered Necrotic Sliver anyway. Though Necrotic Sliver also feels very slow clumsy regardless of whether there's a cost reduction. Personally I'd be thinking just running 8 creatures, the Ashen Rider and Angel of Despair, would serve you better.

  • You need some proactive ways to pitch your high-mana creatures into the graveyard for reanimation. Bone Shards could be good for this purpose, running the full playset of Collective Brutality would also be helpful.

  • I'd suggest running a single Unburial Rites so that you can fetch up a reanimation effect in a pinch with Unmarked Grave.

My changes would be something like removing the 4x Necrotic Sliver, 2x Zirda, the Dawnwaker, 2x Inquisition of Kozilek, 2x Unmarked Grave, and 1x Footsteps of the Goryo, and in their place adding in 4x Ashen Rider, 1x Collective Brutality, 1x Persist, 1x Unburial Rites, and 4x Bone Shards

legendofa on Hand Control v2

5 months ago

Welcome to the club, stixx925!

If you want to control the opponent's hand, you need to start early, like turn 1. Thoughtseize and Inquisition of Kozilek are popular in several formats to start pulling everyone's hand apart, but pretty much any 1-cost discard will help.

It looks like the core of this deck is the Jace's Archivist + Notion Thief combo, so you want to get that out as quickly as possible. There are some good creature tutors in green, ranging from Fauna Shaman through Fiend Artisan to Worldly Tutor and Sylvan Tutor.

Finally, I think you can trim down some of the "whenever you draw" payoffs and and add some more removal. Your 4-drop spot is skewing your mana curve too high, so look for 1- and 2-cost cards.

Above all, have fun!

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