|Commander / EDH||Legal|
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|Modern Masters (MMA)||Common|
|Future Sight (FUT)||Common|
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Delve (You may remove any number of cards in your graveyard from the game as you play this spell. It costs (1) less to play for each card removed this way.)
Counter target spell unless its controller pays (X).
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|Have (12)||ironax , Supremespeed , SirCorey , Mousemke , corys , Skulldrey , Mortiferus_Rosa , TheRealPeaches , TheLazyGrim , cryptoplasm , gildan_bladeborn , Ashy|
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Logic Knot Discussion
7 hours ago
Hi, and welcome to modern - a format much faster than your deck (to put it very bluntly). For a good picture of exactly how fast, have a look at counterspells - also since you seem to like those. Very few 3-mana hard counterspells are ever played in any deck. In comparison, Spell Pierce is played a lot. Is that because Spell Pierce is better than the 3-cost counters? No, if you look at the card text, the more expensive spells are obviously much stronger - they'll counter everything, and opponent can't pay extra mana to get his spell anyway. But since the format is pressed into high speed, very few decks have much in terms of extra mana to give. And therefore "pay 2 extra" is the same as "counter target spell" very often - but you can play the cheaper spell in the early turns of the game, and you can keep mana up for it and still be able to play something. There are exceptions - particularly Cryptic Command (and Ojutai's Command for budget decks - you should maybe try that one, it could be pretty funny with Kami of False Hope), but they are not so much one card at 4 mana, as a collection of 2-cmc cards tied together on one piece of cardboard.
Commonly played counterspells in modern would be something like Remand, Mana Leak, Spell Pierce, Logic Knot, and then there are bunch of less played spells like Familiar's Ruse and Condescend that still have their uses.
Another consequence of modern being a fast format is, that you don't get to win on Azor's Elocutors. It takes 5 turns to play it, if you don't have any ramp, and then it takes 5 turns of peace and quiet to win. That's a 10-turn plan, and you'll simply never have that kind of time.
Mana: You play 20 lands, with no additional mana sources. That's fine and good, if the average cost of your cards are somewhere around 2. But you'll never get to play all your 5 mana cards, and much less something that costs 7 mana, out of 20 lands. Think of it this way: Out of the 60 cards in your deck, every 3rd is a land. You need 5 lands to play a 5 cmc spell, which means you have to draw 15 cards from your deck; that is your opening 7 cards, and another 8. So you'll on average play a 5 cmc card on turn 8. Until then, it's blank cardboard in your hand. And cards at 5+ mana is just around a 5th of your deck. Many control decks play quite a bit more land, and more card selection/draw (cantrips like Opt and Serum Visions can be counted as a sort-of mana source, since you can use them to dig for lands as well as answers).
Walls: They are not the line of defense you believe them to be. All modern decks against which they are relevant, play removal spells, and all your walls die to all the most commonly played removal. Supreme Verdict and the like are much better. And the best wall, in my opinion, is Wall of Omens - it's big enough to hold of the faster attackers all afternoon (so opponent has to spend removal spell to get past it with early creatures), and it replaces itself.
You need some more card advantage for this kind of deck. It's fine that you draw an extra card every turn with jace... but that only works if you draw, play, and get to keep jace. Cards like Ojutai's Command gives some advantage, because they deny a card to your opponent, and gives you something on top of that. Sky Hussars forecast ability might also give you some cards without paying mana for it... Sun Titan is a better heavy-end finisher than most, and gives some card advantage too, as long as you have some good stuff in your graveyard.
And, lastly: Save yourself a lot of trouble and get that playset of Path to Exile. If you want to play UW in modern, you need 4 of those.
11 hours ago
Yeah I have played with TiTi before and I think its much more explosive than Young Pyromancer a lot of the times. You can usually find a win the turn it flips. I also like the synergy between Thing and Bedlam Reveler. I play one Thing in my sideboard for go wide strategies. My list is budget though so I dont have Snapcaster Mage. Working on getting some pretty soon. I also play Mana Leak over Logic Knot because I have Enigma Drake.
You can check my list out if you want, our lists are very similar. Izzmatic
18 hours ago
1 week ago
Wall of Denial should be Wall of Omens, Negate is usually a one of with another in the sideboard because there isn't always a target for the second one. Mana Leak as a 4 of is excessive, it's only helpful early to mid game. Blustersquall should be replaced with hard removal like Path to Exile or Condemn for budget purposes. I'd replace the two Leaks with two Spell Snare and the three Negate with one Logic Knot and then either two Cryptic Command or two Render Silent depending on your budget. Evolving Wilds is terrible, replace with either Flooded Strand or Adarkar Wastes for budget. Consider Hallowed Fountain too, they're only like 6 bucks. Also as a budget wincon I've really enjoyed AEtherling, he dodges pretty much anything, pumps himself up, and is unblockable.
1 week ago
1 week ago
Hi! The deck looks nice.
I'd suggest you Logic Knot as a better Mana Leak. May be swap all them or two (because it may sometimes be awkward that it needs TWO blue rather than ONE as Leak does, but overall it's better than Leak). And may be even one Remand, but it's very good in decks that just want to kill opponent very fast, so it may act like an actual Counterspell with upside(or just a two-mana Cryptic Command "counter, draw"=) ).
One Burst Lightning is fine. I think 3 is too much. May be swap two/one for third Electrolyze and/or Forked Bolts?
Also Boomerang is a consideration because it bounces lands!
If Fetchs+schocks are too costly for you then mana base looks ok. But if you can afford them better swap 4 Shivan Reefs and some of Spirebluff Canal and Wandering Fumaroles for 4 Scalding Tarn 2-4 Steam Vents and possibly some other fetches like Polluted Delta and Flooded Strand (because they are the cheapest blue-ish fetches). And if you'll go for fetch+shock package you possibly even can go to 19 lands with so much cantrips and such low curve!
2 weeks ago
SeekerofSecrets thanks for the upvote! I defiantly feel like Enigma Drake doesnt get enough love. I have actually been thinking hard about replacing Young Peezy with Thing in the Ice Flip. I dont feel the deck has room for both and I dislike how they interact. TiTi can help you come back from some situations where Peezy would not. And I think TiTi can kill faster than Peezy can. Another cool thing is that Bedlam Reveler is a horror so TiTi doesnt bounce it. It usually only takes one hit from Awoken Horror to get them into burn range.
rothgar13 thanks for the upvote! I agree with what you said about Fumarole but I thought they were worth testing out. They defiantly make one land keeps a lot worse for sure. I considered Logic Knot and Grim Lavamancer but they make Enigma Drake pretty weak and Bedlam Reveler impossible to cast.
2 weeks ago
Solid construction for a budget deck. The Wandering Fumaroles look lousy in a deck with such a low curve, though; you'll probably end up mulliganing more than you should because of it (you can't realistically keep any hand where Fumarole is your only land). I would also give cards like Logic Knot and Grim Lavamancer a look.