InstantLightning Bolt deals 3 damage to target creature or player.
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Lightning Bolt Discussion
4 hours ago
It looks like a good deck, but you'll run into problems. Trust me, it won't work.
Right now in modern, there are several flavors of grixis: Grixis delver (which this is not), Grixis Chapin Control (which this is sorta) and Blue Jund (which this is sorta). They are all very different decks so trying to be both blue jund and chapin control is not going to work well, and here's why:
Chapin control is draw-go control, meaning you do a lot on their turn and very little on your turn. You use end of turn Thought Scour to fill the graveyard for a 1 mana Tasigur or Gurmag Angler which you use to win the game. Everything else is removal (4 Lightning Bolt and 4 Terminate are mandatory), counters (3 Cryptic Command, 2 Spell Snare, 2 Remand, 2 Mana Leak, and 1 Dispel is the usual set of counters to run mainboard), and then 3 Kolaghan's Command, 4 Serum Visions, and 4 Snapcaster Mage. The only things you do on your turn are 1 mana high impact cards, everything else is instant-speed.
Blue Jund is a sorcery-speed control deck / midrange deck featuring 4 Jace, Vryn's Prodigy, Liliana of the Veil, Damnation, sometimes Abbot of Keral Keep, and sometimes Hangarback Walker. This deck is more beatdown-oriented with control only to stall until you can win. It does not run Cryptic Command. It tries to win with card advantage through card re-use and attrition, not control until you drop a wincon.
Your deck is somewhere in the middle. You have too much sorcery speed stuff to play draw-go control because you'll tap out to cast something then they'll untap and throw down their hand and you'll have a nice hand full of countermagic you can't cast. And you have too many expensive instant speed counters that will become stuck in your hand with no way out because of your expensive sorcery-speed cards. To fix this problem I'd pick a side and stick to it because any experienced player will know how to play around your deck.
Both decks have a 4-of Thought Scour. I'm happy to explain it if you want an explanation, but just trust me that a 4-of is necessary. Required, even. Just test with it - you'll thank me later. It is broken in both decks.
As for your sideboard, it looks pretty good either way, but I'd find room for 1-2 Spellskite. If you go for draw-go, I'd look into Annul, but that's about it for other changes. Pyroclasm is also really nice, but in your deck Anger of the Gods is probably better.
4 hours ago
I am not sure I like Kor Bladewhirl in here since there are not many things that really benefit from first strike in this list that do not already have it. I also think 4 Legion's Initiative might also be a little overkill. I do love the card though. I think I would cut the bladewhirls, 1 initiative, and either an Ondu Cleric or a Kabira Evangel for a land, a Talus Paladin, a Gideon, Ally of Zendikar, 2 Firemantle Mages and maybe 2 Lightning Bolts.
6 hours ago
@ChiefBell – Well, this deck doesn't have the same strategy. Just like not all decks with a playset of Lightning Bolt have to be aggro burn decks, not all decks featuring a playset of Glistener Elf have to be combo-oriented, "dump your hand on turn 2" decks. My deck has a different gameplan, both mainboard and sideboard. It doesn't make much sense to compare the two, much like it doesn't make sense to compare Grixis Twin and Grixis Control.
Now, is my strategy stronger, faster, more resillient? Well, it depends. This build is capable of that famous turn 2 kill (but not easily), however, it sacrifices speed for consistency and flexibility. Now maybe this idea works, maybe it doesn't. However, i don't fold to Spellskite (which is a huge deal), Primeval Titan, Wurmcoil Engine, Dismember, or a turn 1 blocker such as Wild Nacatl, and i like that. I can topdeck extremely well, because most of my spells serve multiple purposes – Rancor is pump, evasion, and card advantage all in one; Vines of Vastwood provides reach when desired and protection when needed; Spell Pierce can disrupt my opponent's mainboarded combo or save my little one from a Lightning Bolt. I like that a lot.
I am not saying i am better than the pro deck you listed. I won't say i'm worse either. Just different.
7 hours ago
There are several things you need to change if you want to win AND have a cheap deck. Since your going budget, use Pain Lands (Watery Grave, Steam Vents, and Blood Crypt) instead of your fetch lands.They cost much less but are still usable. If you still want to use fetch lands, you NEED Brainstorm. I am not going to tell you why, just look it up on a forum. Another thing I noticed is some of your spells are only good against one deck type. For example, Surgical Extraction is only good against Graveyard decks or if you have a ton of discard effects. Another such card is Doom Blade, it only hits ~4/5 creatures. You need cards that are universally good. Here are cards you should KEEP, cut the rest: Grixis Charm, Lightning Bolt, Terminate (add one more), and Cruel Ultimatum. Before you add any other cards, you need to establish a Win Condition (something that lets you win the game) first. Cruel Ultimatum is good, but won't win the game outright. Use cards like: Delver of Secrets Flip and Tasigur, the Golden Fang. These are cheap and powerful. Find more cards like those, I am not going to list them all out. After you've done that, add a mix of: Mana Leak, Rune Snag, Infest (or another cheap board-wipe), Hero's Downfall, Go for the Throat, Dreadbore, Serum Visions, Sleight of Hand, Thoughtseize (budget Duress and Despise), Inquisition of Kozilek, Into the Roil, and Cyclonic Rift. I could go on all day. Find good cards like these by doing some research. Unless you want to copy another deck, you have to put in some effort. Finally, add a sideboard to deal with threats you have a tough time against or to replace dead cards (a dead card would be a board-wipe against a deck with no creatures). For Splinter Twin decks (look it up), add Pithing Needle, for Graveyard use Nihil Spellbomb, etc. Good luck.
9 hours ago
Tempo decks (in eternal formats especially) rely on playing an early threat, and then disrupting the opponent while dealing damage efficiently. Usually, Green and Red are not central to the strategy, but instead augment that core idea. For example (in Modern), RUG Delver is a Delver deck with heavy disruption, but that also has the added versitility of Lightning Bolt and the aggression of Tarmogoyf. While aggro is very "threat-dense", meaning most cards in the deck can actively deal damage, attack, etc., tempo is more "threat-light" meaning it runs few, very good threats (Delver of Secrets Flip being a good example, as it is 3 evasive power as early as turn two) and protects them with counterspells, removal, and bounce to insure victory. This seems counterintuitive, but is actually a very proven strategy.
The problem is, I am not sure if the current standard has good tempo plays, or cards that support them. I challenge you to look at established tempo strategies in eternal formats, find what makes them tick, and base your tempo deck off of that.
Alternatively, you could try for aggro, which would ditch blue like you want, and go for a more "all in" approach (most likely landfall after BFZ, if you can afford fetches).
Overall, both strategies are proactive, while tempo having an element of reaction as well. Which route you choose to go depends on both the current standard card pool, and also your personal preference. I hope it helps! :) Ask me if you have any questions.
Not legal in any format
Printings View all
|Modern Masters 2015 Edition||Uncommon|
|Premium Deck Series: Fire and Lightning||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Masters Edition||magic online on|
|Beatdown Box Set||Common|
|International Collector's Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
|Promo set for Gatherer||Common|
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