|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Modern Masters 2015 Edition (MM2)||Common|
|Tempest Remastered (TPR)||Common|
|Duel Decks: Speed vs. Cunning (DDN)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Common|
|Promo Set (000)||Common|
|Promo set for Gatherer (PSG)||Common|
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Counter target spell unless its controller pays .
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Mana Leak Discussion
13 hours ago
I play mono U delver and after looking at your list you kind of have a split personality atm. delver and clique want to tempo hard while your current spell package wants to go long (jace, 4 of cryptic, ect,)
I think that if you want to play control then honestly you should just play UW. The main reason to play mono U is to play disruption shoal which is actually awful for the long game (because of card disadvantage) but shines after slamming a turn 2 titi or turn 3 tempest for an amazing swing in tempo
So if you want to pay tempo then this is what i would do:
your creatures need more closing power and interaction, I would play 4x delver, 4x Thing in the Ice Flip, 3 snap, 1 clique and 0-1 Tempest Djinn. titi is absolutely nuts in this metta and is game over for many decks; humans, hollow one and others.
your spells need to be more early game centered, I normally play 3 Mana Leak 4 shoal, ect. I would drop down to 2 cryptics
I also like Echoing Truth over Repeal. repeal does cantrip but that's assuming that you have that much mana + 1 to answer, thats a tall order for a deck that want's to play 18-20 lands when you see a turn 3 karn
I also like Chart a Course as a 2-3 of to compensate for card loss from shoal.
I'm sorry that my thoughts where this disorganized but I hope they where some help!
1 day ago
How about counterspells like Mana Leak Cryptic Command Remand or Negate / Countersquall? You could remove 1-2 Terminate (cuz you have 2 Dreadbore), all 3 Vampire Nighthawk (unless you find them incredibly usefull). If you remove those 5 cards you could add 3 Remand and 2 Cryptic Command (exemple).
Those are my thoughts on how to improve the deck
1 day ago
As with most budget lists, focussing way in on what you are trying to do and doing just that thing is the best way to make it work. Strip out everything nonessential and see how much space you have for anything else.
Giving Wildfire Eternal haste to kick out a big sorcery as your core gameplan sounds good. You can run Living Lore, Spellweaver Helix and draw/discard as well- gameplans that try to use one creature as the lynchpin are easily disrupted, but when you have multiple options, things start looking better. Discard/draw also helps deal with the 'all my cards are stuck in my hand and I can't use them' problem.
Next step- ramping and giving them haste. Pentad Prism is a simple, manafixing, ramping artifact that leaves your mana open to cast a counterspell. It'll serve as extra generator servant copies, barring the haste enabler.
To give haste is more tricky, as you start needing to look at how much disruption you have compared to enablers compared to payoff. Expedite and Crimson Wisps are powerful options, as they don't cost cards. Hanweir Battlements is another interesting one.
Striking a balance between payoff cards (cheating a Cruel Ultimatum or Wildfire usually wins), disruption (Roast, vapor snag, Repeal, Mana Leak etc) and draw/discard (Cathartic Reunion, Faithless Looting, Tormenting Voice, Collective Defiance etc is tricky.
Which is why its your job. Look at lists that try to do similar things (cast 2-3 cards for a big payoff), and copy their proportions of cards until you have a mix that feels good. Playtest, playtest playtest. You'll have an FNM crushing list in no time.
5 days ago
I'll start with my background: I'm a low level points grinder. I play Storm/Jeskai Control in Modern, and Miracles/2 Chains in Legacy. I'm gonna tell you what I don't like in your deck, why I don't like it, then I'll tell you what I would put in your deck, and why I would. We all play magic differently, so I hope you at least consider some of the changes, and overall I wish you luck in your building!
Mana Leak: I would not play 4 of. Honestly, I'm not sure I would play more than 1, and absolutely no more than 2. This card is only good early game, and you're a pseudo-control deck, which means you will go long sometimes. For me, it's down to 1 here
Echoing Truth: This card just doesn't deserve a main board slot, in my opinion. In loses you card parity, as opposed to repeal, which will cantrip. I'd move to have 2 total in the side.
Scalding Tarn: You don't need this many fetches, even if you are playing Jace, considering you play 4 Serum Visions and 4 Opt. You need more lands than anything, so petition to make this pair of fetches into a pair of Islands.
Into the Roil: This card seems like an odd fit. At best, it's a Cryptic that can't counter and can't tap the team. I would take this out completely.
Pact of Negation: You already play 3 -cost spells in the main, in Disrupting Shoal. This card (for the most part) prevents you from holding up counter magic on your next turn, or playing a spell on your next turn. You already play a ton of fair counterspells, this pair is overkill. I'd take 'em out.
Vedalken Shackles: I think this is more of a meta call, but I'm basing my evaluation of these cards in the vacuum that is the national meta of modern - which means that K-Command and Bolt probably are too good to play this card. But, again, I believe this is a meta call. As per the continuity of this comment, I would be taking these out.
Ensnaring Bridge: I know this is in your maybeboard, but I'm gonna squash this right now. This card is awful in a deck that wants 7 cards in hand at all times. Unless Pox / 8 Rack is the best deck in your meta, I wouldn't even consider this.
Okay, now to what I would add:
1 Vendilion Clique & 2 Wizard's Retort: These 3 go into the main to help out your Disrupting Shoals - you have few three drops without these. Playing a total of 11 Wizards makes a pair of Wizard's Retort pretty playable. For those reasons, these come in.
1 Repeal & 1 Unsubstantiate: Both of these cards are nuts. Unsub does double duty, being both a counterspell and an unsummon (and don't forget, you can use both of these cards on your own Snapcaster Mage to avoid a bolt or just flashback another card), while Repeal cantrips and sets your opponent back one turn. Try both of these out in the main, you won't be disappointed.
2/2 Psionic Blast: 2 in the Main, 2 in the Side. There's a reason that Jeskai Control is the best control deck in Modern right now - it can become a burn deck pretty easily. This is your answer to that. The two damage is negligible - considering you don't play shocks, it seems your life total will be pretty safe in the early game. As for playing a pair in the side, it's just a continuation of the burn gameplan. Thanks Durkle for throwing this out there.
Dismember could find a spot in the side, along with Surgical, but I would only take out some number of your Relic of Progenitus to do so. Maybe 2 Relic, 1 Surgical, 1 Dismember? It seems pretty meta dependent, but thought I'd bring it up. Okay, that's all I got for you. Hope I've been of some use. Cheers!
1 week ago
I really like the deck, but, since you are basically a control, why isn't there Cryptic Command?
I understand that Chart a Course lets you draw 2 cards, but it's a sorcery and it makes you discard a card. Why not Pull from Tomorrow or Telling Time (or even Search for Azcanta Flip, or Ancestral Vision)?
Snapcaster Mage seems also a good card you could add.
As someone suggested before, I'd add 1 or 2 Stubborn Denial, for the reasons already mentioned and for another reason: in late game Mana Leak, Supreme Will, Spell Pierce and sometimes also Remand are usefull.
1 week ago
Flusterstorm is cast and goes on the stack targeting your opponent's spell (let's say they cast Lightning Bolt. Storm then triggers, and you get to copy Flusterstorm--these copies go directly on the stack and are not cast.
The copies will resolve first, meaning they're gone for good--you can't "save" spells that are on the stack for future use.* Your opponent will have to pay for each copy that resolves, until they can't, in which case the Lightning Bolt is countered and the remaining copies/original Flusterstorm fizzle because they lack a valid target.
What makes Flusterstorm such a good spell is (a) it can be used on turn 1 to delay an opponent; (b) it can pretty easily get out of control--if you've cast two other spells, you're getting the already decent Mana Leak for just ; and (c) you can sometimes counter multiple spells at once with it, provided there are multiple spells to target.
1 week ago
I'm super excited you turned this into Esper Shadow!! I played Esper Shadow at SCG Indianapolis in February, I didn't do too well but that was more to misplay on my end than anything else. A few things I learned about the deck from then to now.
Street Wraith--> Must have for Shadow Decks. Instant speed draw and lose life? Exactly what the deck wants.
Additional thoughts, 22 lands is still too many, and you probably don't want Field of Ruin in either a Shadow or a Delver deck. Too slow a card for most games. Vendilion Clique is a very serviceable threat. For shocks, your best bet is 2x Watery Grave, 1x Hallowed Fountain and 1x Godless Shrine.
I'm going to recommend against this, but, one of my pet cards is Monastery Mentor.... If you have a lot of games starting to go long, he may be worth looking at placing in the SB. You also have one extra board slot right now as you have an extra Thoughtseize sitting over there.
Best of luck, if you want a link to my list from SCG Indy, let me know I'll send it over! It hasn't been updated in a while though, so adjust if you look at it.
1 week ago
Basically, once you've declared you're casting a spell (Enter the Infinite in this case), that process can't be interrupted until the spell is on the stack and paid for, at which point nothing's going to "undo" what you've paid for the spell. The closest your opponent could get to mucking with what you've paid for the spell is counters like Mana Leak, and those merely add another cost that has to be paid.