|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Uncommon|
|Modern Event Deck||Uncommon|
|Duel Decks: Sorin vs. Tibalt||Uncommon|
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Create two 1/1 white Spirit creature tokens with flying.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Lingering Souls Discussion
11 hours ago
Despise is not really a strong discard spell, I'd rather have Duress, as that usually hits the most dangerous cards. Of course Inquisition of Kozilek and Thoughtseize are better than both. If you want to stay budget, which I assume, why not go for Tidehollow Sculler or Sin Collector? Both are really strong cards, even in competitive Modern.
i'd bring your landcount to 23. Try to get the full playset of Isolated Chapel. Concealed Courtyard and Caves of Koilos are affordable as well. Evolving Wilds is not great and would just be an emergency solution. Either way, you need more dual lands to have reliable mana.
I've seen some decks that run Tainted Remedy as the cornerstone to play cards that grant the opponent life. You don't have enough lifegain cards to make that a viable direction though, it's also much more vulnerable and combo-like.
I see what you are trying to do with Niblis of the Urn, but it is a pretty weak card overall. You should find another alternative for tap-effects, that one is a bit weak. Or just go with more removal, no tapping needed then. Luckily, Black and White have the best removal.
The appeal of Black & White decks comes from Lingering Souls in most cases, which is a pretty insane card. It will drive any Control player mad, as it is a nightmare to destroy with removal. I would highly recommend slamming it in any B/W deck, you almost can't go wrong there. It works well with Cartel Aristocrat, but that would go in a completly different direction I suppose.
Edge of the Divinity is a good, but problematic card. It makes your opponent's removal twice as good, but it offers a cheap and strong boost. I'd say only ever run Auras in Modern if you put it on a Hexproof creature. Even if you'd ignore that for now, this card wants to be played in a highly aggressive deck. Your deck is a bit too slow for that to work out, so I personally wouldn't run it.
I wouldn't focus your deck towards Alms Beast too much. Just use it as a finisher and your top-end card. You should decide which direction your deck should go. Either you go down on creatures, and instead increase removal and hand disruption, maybe add some Mana Tithe and play Orzhov Control with the Beast as your finisher. Or load up on creatures, cut your draw and removal and go aggressive, with creatures low in cost and high in power to go wider. Either way, both varieties would be stronger than what you have now, which is sort of a mix of both and that never really worked out as far as I know.
Good luck with the deck!
1 day ago
Even if you had 6 mana open (4, all in the same turn, Order of Whiteclay cannot untap unless it has haste :( However, doing it all in one turn isnt really what you are meant to do with that interaction anyway. Maybe something like this:
- T1: Noble Hierarch
- T2: Smuggler's Copter
- T3: Order of Whiteclay, then either leave up Smuggler's Copter to block or crew and attack for 4 (exalted) in the air. When you do the loot trigger, discard a 3 drop to resurrect later or discard a 2 drop if you have the Renegade Rallier in hand for your next turn! There are a couple different lines you can take this and make combat tricky for your opponent. Even if you just have some Voice of Resurgence in your graveyard, you opponent will think twice about attacking on the ground if you present a tapped Order and enough mana to activate.
- T4: Crew with Order of Whiteclay, leave up mana to instant speed resurrect your valuable discards. Either during your opponents next attack (if he doesnt see it) or at their next endstep. Using fetchlands at just the right moment to get revolt ends up generating tons of value with rallier.
Having played this deck a bit, I think Eldritch Evolution is actually quite strong here. It basically equates to a sorcery speed Restoration Angel, or just more copies of Renegade Rallier, for . I have had this particular interaction happen more than twice:
- Eldritch Evolution, sacing Voice of Resurgence. Get Renegade Rallier, revolt trigger from voice leaving play, get back Voice of Resurgence.
With this play, I was able to tutor up one of my best creatures, Renegade Rallier, and add a 3/3 voice token into play for only .
Speaking of Voice of Resurgence, he is an absolute BEAST with Renegade Rallier and I think I may up to the full playset. I have made many "terrible" attacks with Voice of Resurgence in which my opponent just eats him with their creature (or trades with 2 Lingering Souls tokens, haha). But then I just resurrect him with a couple Renegade Rallier triggers and suddenly I have a bunch of huge tokens beating face...
4 days ago
Looks like you have a lot going on, friend.
I think the Vampire theme is always flavorful, and with proper Lords, they can get out of hand fast. However, it doesn't really look like you're taking that route. I also think your control aspect is an interesting one, because your creatures don't seem to take advantage of the incredibly strong hand disruption you have quite as much as something like U/B Faeries would. It looks like you're got two strong halves to two very different decks put together. I can imagine it's powerful in your group, but if what your title "Competitive Vampire" is alluding to is correct, and you want to start heading to FNMs with it, I have a few recommendations.It seems you really want to go with the Vampire tribal. I'd invest in your Lords then: Bloodline Keeper, Vampire Nocturnus, and find ways to get Vampires out fast with Aether Vial, Cavern of Souls, Mutavault, ect. and nix a few of the hand disruption.So if you're going more Strong Vampire route, I can't suggest Blood Artist enough man. Gets you the Highborn effect without tapping out your mana. Add Viscera Seer and you're golden. This route is more of an Aristocrats route, but I think you'll be disappointed to know that the best combo for that really doesn't involve many other vampires, but instead involves cards like Lingering Souls and Sram's Expertise which breaks your flavorful synergy. However, MTGoldfish did this kind of thing in the budget Magic: https://www.mtggoldfish.com/articles/budget-magic-72-26-tix-modern-rally-vampires
The other route would be hand control, which is just better done with U/B Faeries or 8Rack.All in all, your deck looks fun! I'd love to play it, but if you're relaly looking at something competitive, you may find you need to streamline it a bit. Oh, and add a Sideboard, never know what you'll need that isn't in your 60!
4 days ago
Overall, I think the deck is pretty strong, but definitely needs to see a little bit more work before it's going to be at all ready for any competitive play.
First off, the idea of the deck is to kill a player using Death's Shadow (obviously). It uses hand control and a few counterspells, along with a bit of removal to get the job done, but also uses some graveyard play with Snapcaster Mage.
Angel's Grace has double intent in which it acts like a timewalk, but as well is a valuable combo piece.
I didn't like how the deck ran with delve pieces such as Gurmag Angler and Tasigur, but it's seemingly more consistent. I'm feeling that I've just taken up too many spaces with needless cards, specifically Plunge into Darkness.
I'm thinking it might be a good idea to take out Plunge into Darkness and Rite of Consumption completely because they don't really do much for the deck, and add in three Lingering Souls and add two Orzhov Charm? This will still leave in the combo pieces, add a little bit more for creates that can be hard for certain match ups to deal with, and as well the Orzhov Charm is really good creature interaction, both on mine and the opponents. Thoughts? I'm really trying to make this Esper Death's Shadow combo a thing.
Sorry! Link for the lazy! Plunge into Death! Esper Death's Shadow Turn 2 Win
5 days ago
Wurmlover Thanks, that's a good idea! I was debating it because it was a playset in my original UB Mill brew. Trying to think of what I could cut for him. He could come in for Lingering Souls. I guess I opted for that for more board state flyers for blocking, even though they're always gonna be 1/1's. Then again, they cost more than Jace's Phantasm. I'll playtest switching either out for each other.
5 days ago
looks pretty solid but why FOUR Secure the Wastes, you need one or maybe a second copy in the late game as a finisher, if you draw multiple copies of it, in the early game, instead of counters/removal ...
Also I don't think Inquisition of Kozilek is worth it.
6 days ago
Teddyjunior11 - Thanks for the comments! I've been a long time Merfolk and Death and Taxes player so I've seen the power that can come from the Aether Vial and I really like it in this deck. It lets you play more creatures at instant speed if you don't have a Rattlechains on board and that can disrupt their game. It also lets you hold back mana for a counter if needed. Additionally, it can help you get more spirits on board faster.
Overall I like Ephara, God of the Polis as she can help a stalled late game with extra card draw, but I'm considering moving her to the sideboard in favour of another Selfless Spirit. It is at the top of the curve for this deck and you're just not going to put a vial on 4 so it can't be brought in at instant speed.
I see your list includes Lingering Souls which is one of the more powerful spirit cards there is - up to 4 spirits for a single card after all. However, it makes the mana base more complicated since I need to include black and it's always done at sorcery speed so I've held off on it for now.
Nice deck though and I appreciate the feedback. I'll do some play testing with your build online and see how it fares!