|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Common|
|Duel Decks: Speed vs Cunning (DDN)||Common|
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
Creature — Kor Monk
When Lone Missionary enters the battlefield, you gain 4 life.
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Lone Missionary Discussion
3 weeks ago
With Emeria the Sky Ruin you want to be abusing ETB effects on creatures such as Sun Titan.
A line of play could be something like-
Emeria return Sun Titan
Sun Titan trigger returns Flickerwisp
Flickerwisp targets Sun Titan
Sun Titan gets back Wall Of Omens, Draw a Card
So for free you got 9 power in play and drew a card, pretty good.
1 month ago
Hexcimal my man, sorry for taking so long to reply to your comment, but as you can see a lot has changed in my deck. I believe I have reached its final iteration, although I'm always trying new things. I got rid of the Soulmender since it wasn't doing much and Bloodbond Vampire it came in too late to be relevant. Also changed Lone Missionary for Augur il-Vec I know it seems like a bad idea for a creature, but I bassicaly use it as controlable life gain, waiting for the best moment to sac it and get 4 life or to sac it to Hidden Stockpile and get the scry and token, this allows me to better control my draws and start the self feeding engine assuring a creature entering the battlefield every turn.
As for alternate win conditions I got a sweet infinite combo that just drains the opponents life combining Exquisite Blood and Cliffhaven Vampire. Beating my oppponent to the ground is still the main idea but this combo has won me games where the board state was unfavorable or I was way too low in lifge to risk attacking.
Removal also got some upgrades with Anguished Unmaking to eliminate anything but lands and Unmake to take out big problematic creatures. Fatal Push is still on trial period. I'm considering Path to Exile and Swords to Plowshares to replace it since they are more flexible.
Lands got pimped too, Scoured Barrens is just lovely and also cheap, the downside of Caves of Koilos is practically negligible thanks to the nature of the deck, the scry provided by Temple of Silence comes in very handy most of the time, and Shambling Vent have done a good job at blocking and attacking when I'm low on creatures or need some life gain to occur. I'm only missing to acquire the Isolated Chapel (their recent price increase hasn't helped tho, but I'll get them soon).
Let me know what you think of this new and almost final version, I'm also thinking about building a sideboard that would transform it into a B/W tokens deck, just to throw off my opponent and have two strategies in one deck.
ZekeR on Karate Chop
1 month ago
Hello MCCreedy2009, I like the underused tribe a lot here, including Jeskai Elder! But let's start by removing Hammer of Nazahn and Serene Master, as those are not legal in Modern.
Looking at your creature-specific cards, you don't seem to have much of a reason to play only Monks, so I'd look adding stuff like Unclaimed Territory, when it releases. Doing so will allow you to look into cards like Mantis Rider or Rhox War Monk.
Additionally, the Dragon's Eye Sentry doesn't do anything to win you the game, and at best is likely to just eat a kill spell. Maybe Wandering Champion to put pressure on your opponent and maybe rummage into more cards?
For sideboard, you could consider Lone Missionary for aggressive matchups.
on Golem Party
1 month ago
Hey there! Sweet deck! I have a few recommendations for you:
First, I'd strongly recommend adding in 4 Serum Visions, it's one of the best cards in Modern, and it would take a lot to convince me that pretty much every Blue deck shouldn't just play 4 of them. In addition, you need some form of removal. Path to Exile is the strongest option, though Oust and Condemn also exist as well. In order to stay alive past the early game, Lone Missionary is a solid choice, and synergizes with your blink effects pretty well. Finally, Essence Scatter doesn't really do all that much, as a lot of Modern decks don't rely on creatures, so I'd recommend swapping them out for Remands.
In any case, have fun!
1 month ago
First off thank you for the upvotes!
Really like what you did here. My playgroup is starting to get into PEDH and this is a fantastic starting point for me. I haven't played any PEDH yet so I am not sure how heavy spot removal is available in these kinds of decks. Would something like Icatian Moneychanger, Martyr of Sands, Augur il-Vec, Lone Missionary, Qarsi Sadist, Shu Farmer, Vault Skirge, Scholar of Athreos, Silent Attendant, Benediction of Moons, Death Watch, Golden Urn, Scent of Jasmine and a number of White "Gain X Life" spells fit?
I'm guessing card draw eventually becomes the main problem for this deck and you go into top-deck mode.
Any advice would be great, really looking forward to giving this a try.
2 months ago
I think that if you are trying to abuse Okretra's Monumnet you should go up to 3 copies since its a main combo piece for the deck. Having some other cards like Wall of Omens that have good ETB would be good as well, cards like Lone Missionary, Blade Splicer, and Angel of Invention. If you add blue you can play Reflector Mage, Spell Queller, and Trophy Mage to search up the Monument with. You should also know, in case you are not aware, that the Lens doubles the opponents white mana as well if you are playing an opponent that has plains. Most people that run Lens play Snow Covered basics like Snow-Covered Plains so that if they are playing an opponent that shares a color with their deck, they are not doubling their mana as well. A couple more removal spells would be nice for the deck too, like Path to Exile.
2 months ago
Oh, I actually wasn't necessarily saying you should switch one for the other. I realize now the way I said it implied that; my bad. Also, yeah the persist isn't as relevant, but the finks is an amazing card in general, and flickering it removes the -1/-1 counter.
Also, I just thought: Lone Missionary. You don't have many 2 drops (just wall of omens), 2 power can attack all right, and 4 life gain makes burn miserable.
Oh yeah, just thought of this also: have you considered Emeria, The Sky Ruin?
2 months ago
I never sided in Angel of Jubilation so you know but sure I'll run through the other decks to give you an idea of what you faced.
I really have to chalk this one up to experience, I just play turns a lot and know how to play it. Grand Abolisher would slow me down but wouldn't hurt me, I could Fatal Push it or just Gigadrowse and Exhaustion main phase. The Eerie Interlude plan would work but resolving Thing in the Ice Flip isn't a huge deal as you blink and then can't attack and I combo off next turn. Your deck is definitely fast enough to beat turns but I just have a good understanding of how I want that deck to run against agro.
G/W Death & Taxes
List --> G/W Ramunap Death & Taxes
Death & Taxes, also known as Hatebears, is at its heart a white control deck that aims to "tax" it's opponent by making it difficult for them to play magic with cards like Thalia, Guardian of Thraben, Flickerwisp, Ramunap Excavator, Qasali Pridemage, and Leonin Arbiter. I play Collected Company for extra value in the deck. It is a versatile deck that mixes land destruction with all out agro and control.
List --> https://www.mtggoldfish.com/archetype/modern-titan-shift#online
Titan shift is a peculiar deck that aims to win through Valakut, the Molten Pinnacle triggers, basically they ramp to play Primeval Titan and fetch the lands they need and then Scapeshift to sac those lands and play mountains or additional Valakut's for a whole bunch of triggers killing their opponent in one turn. Seeing how Lightning Bolt can't kill Primeval Titan no it wouldn't be better, in fact removal is generally pretty bad against this deck until it tries to combo off and when it does that you are probably dead anyway.
Oath of Nissa Bant Superfriends
As someone who plays Superfriends I can say that your list is one of the lists I dread seing on the other end of the table, it generally means I have to move quickly which can be difficult, this was a good matchup for you, side out most removal and play more agro.
So my list is not on here but this list on the site has a similar idea --> Salt Sisters
That list goes very light on protection but uses the lifegain/drain engine that I find effective (though I feel it plays too many of those effects), I have more pillow fort stuff like Luminarch Ascension and Sphere of Safety as well as Selfless Spirit's in my list but if you want the engine that list does a better job explaining it than I ever could.
Mono White Flicker
Though very different from my test list this is a sample list --> https://www.mtggoldfish.com/archetype/modern-eldrazi-tron-26966#paper
"Tron" refers to the Urza lands, Urza's Tower, Urza's Mine, and Urza's Power Plant, which tap for a ton of mana together. Basically tron decks get these lands and then play big things that kill you quickly. Blood Moon is great against this deck, and to answer your question, Eldrazi Tron is a variant of the tron decks that have been around for a while, and it is the best of the bunch.
Here it kinda came down to a lack of interaction on Faeries part game 2 or else you likely would have lost. Once you have a big creature though like Champion of the Parish with a ton of buffs, Hanweir Garrison, or Student of Warfare this matchup is a bit easier as Faeries can't really afford to lose life all that much.
I agree with everything but the Authority of the Consuls, Merfolk moved quicker and I didn't have much removal in hand before it was too late.
Other Questions and Comments
I wouldn't add more land just redesign the mana base, really I never had mana trouble as one mana with a Student of Warfare is a keepable hand which is kinda scary.
Whenever I had Always Watching , Metallic Mimic, and Hanweir Garrison I rested easy as the got big and so did the tokens without one having to be sacrificed in the attack, sometimes I wanted the tokens to be buffed by Always Watching but you can't have everything, the Mimic did it's job.
Cards that under performed: Eerie Interlude, good against removal but when I play agro unless its a board wipe I don't really care (when I test against control this may change). Battlefield Forge it was just painful, not bad, but painful.
Honestly it is a great card, I had no cause in these matchups for it but against control it is great so if you have room for it play it.
Cards that didn't over performed but I was grateful to have: Boros Charm, not having to level up Student of Warfare to level 7 was nice as was the burn and protection. Path to Exile, solid removal. Lightning Bolt, same thing. Aurelia, the Warleader, flexible option in the side. Disenchant, never played it but was glad it was there.
I still want to do more testing against some other matchups, I'm working on testing my turns against a G/R Vengevine deck as that seems to be getting some hype, I'll test yours out to if that happens!