Creature — Elemental
Whenever an opponent casts a white or blue instant or sorcery spell, Mindsparker deals 2 damage to that player.
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1 month ago
Makes sense. I feel like harsh mentor only really stops combo with that heavy threat to their life total, forcing miscalculations where they activate an ability then die to direct damage rather than just viewing it as an extra cost. There are a bunch of cards in red that sorta play into the strategy, but they all have problems. Balefire Liege and Stormbreath Dragon is probably too high mana cost , Barbed Shocker does let your opponent refill their hand, but also it forces your opponent to refill their hand, Goblin Razerunners/Obsidian Fireheart or Jaya Ballard, Task Mage are interesting one-ofs to turn late game wasted resources into extra effect, Mindsparker, Zo-Zu the Punisher and Scab-Clan Berserker are of limited use (i'd play them if they cost one less or had 4 toughness), Sin Prodder provides some advantage, but once again, more three drops. Menace is great though. Thats the toolkit that I can remember from my testing, I hope its of some use.
7 months ago
Not to be rude, but this is a weak Werewolves deck. The primary issue is your choice of Werewolves. They are many much stronger Werewolves to run. Here's what I suggest:
Instigator Gang Flip--This guy should be at the top of your curve, being 4 CMC, but he is well worth it. 2/3 with static battle cry that flips into a 5/5 trample with triple static battle cry. (I notice him and Mayor are SB. Why? They should definitely be MB, being stronger than most of your MB WWs.)
Immerwolf--A 3-mana 2/2 intimidate lord for all your creatures that stops nightside WWs from flipping back. This is a real punisher with Vildin-Pack Alpha Flip: all your WWs come in flipped and don't flip back.
Moonlight Hunt--The best spot removal you could ever put in your deck. As long as you have enough creatures (doesn't care dayside or nightside), this will kill anything your opponent has that's not hexproof or indestructible.
What I would recommend taking out:
Huntmaster of the Fells Flip--Don't get me wrong, Huntmaster is good. But the best strategy with him is something that flips him every turn. With you, best strategy is to get WWs on the field, flip 'em and keep 'em flipped. If you really want, you can still run him, but after he flips, he's just a 4/4 with trample that can be buffed by your lords--pretty good, but he takes up room that other cards could.
Rubblebelt Maaka, Slaughterhorn, and Wasteland Viper--Bloodrush is certainly good and it plays well with the deck, but Ghor-Clan Rampager is the only one good enough to see play here (who should be a 3- or 4-of btw). If you lose all your WWs and have to play these guys, you lost a lot of potency, since your lords don't buff any of these creatures. Wasteland Viper is maybe the only other one that could maybe also see play, but SB please. He only comes in against decks that somehow produce bigger creatures than you.
Hanweir Battlements--Not worth paying the two extra mana for a deck that should already be very fast. It's not horrible I guess. If you want to play it, I would say keep it at 1-of only.
Blood Moon--This doesn't help your strategy (even your combat tricks are WW-themed!) and should therefore only be SB.
Garruk Relentless Flip--He doesn't really do anything for you except make Wolves, which you have Arlinn Kord Flip for. He's not horrible, you'd probably just rather run more WWs, another Arlinn, or Domri Rade MB.
As far as your SB goes, I would recommend:
Blood Moon--Previous comments have explained why this card wrecks face in Modern. Gotta be careful with this though--you have a lot of nonbasics yourself.
Silverfur Partisan--He is good. However, you don't use a ton of spells yourself, so you'd rather side him against Control decks with a lot of spot removal--they either kill him first, or if they try to deal with your threats, you at least get an army of buffable tokens.
Witchstalker--I don't know Modern meta that well, but this guy is a 3/3 hexproof that is buffable by your lords and punishes opponents for instant-speed shenanigans.
The rest are ideas based on color hate:
And Savage Summoning is pretty good too.
Sorry, I'm not trying to put you down, I'm just trying to help you improve your deck to a competitive level. I hope this was helpful and not hurtful. :)
1 year ago
I would cut the Gods, cut Boros Recruit, cut Alesha, Who Smiles at Death, Sideboard Mindsparker, cut Decree of Justice, I would cut the Chandra (doesn't do enough for me personally (I'd advise Ajani Vengeant) and she doesn't become very game changing until mid-late game) and cut Anax and Cymede (Ash Zealot could go to because her ability won't help you much but the body is very good so I can see it staying as well) that will free up about 12 spots, I'd go down on the land a bit because without those bigger drops 22 mana should be fine (15 spots now). Add a playset of Clifftop Retreat, add some Lightning Bolts, Add a couple Godsend if you can (most bad ass artifact ever), get an extra maybe even 2 extra Tajic and Odric cause they are awesome cards that are 4 drops, I would get Oblivion Rings for removal and some Serra Avengers for air presence
1 year ago
Oops, totally forgot about the Cyclonic Rift question!
"Splash Blue" is my usual answer :-D
1 year ago
Darquell yes, i considered Mindsparker as well and it is a valid option at first glance. But he just doesnt do much more than the Eidolon, and that for an increase in mana cost and a restriction to specific colours.The one spell of importance Mindsparker covers, but Eidolon doesnt is Cryptic Command and while that surely is an important target, the gameplan is to create a kill until turn 4 anyways. The increase in cost from to is immense and has to be judged by the 2 criteria of importance to burn:
a) is it oustanding?
b) does it garantee damage?
Where Eidolon's effective range covers almost all of modern, Mindsparker is too narrow for my taste.
Thank you for your interest in the deck =)
1 year ago