|Commander / EDH||Legal|
Printings View all
|Explorers of Ixalan (EO2)||None|
|Commander Anthology (CM1)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Modern Event Deck (MD1)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|Duel Decks: Venser vs. Koth (DDI)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|FNM Promos (FNM)||Rare|
|Promo Set (000)||Uncommon|
|Promo set for Gatherer (PSG)||Rare|
Combos Browse all
Path to Exile
Exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.
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Path to Exile Discussion
9 minutes ago
I don't really have much room for Spellskite right now. I will consider it, but it is hard to sideboard in this metagame.
1 hour ago
Well hungry000 the Dreamstealer was basically game one Path to Exile bait and then became the slot for sideboard. He was just enough of a threat to clear the way for my finisher. But I was only able to revive him once. Do you think Nyxathid would be better?
1 hour ago
Nomad Mythmaker provides repeatable Aura recursion.
Sun Titan is the undisputed King of Recursion, and has many targets in your deck.
Sylvan Caryatid is one of the better mana dorks available. It's a decent blocker and produces both of your colours.
Rancor is cheap, effective, and recurs itself.
Sol Ring is a Commander staple. It's included in every Commander Precon deck, so it's easy to acquire. Colourless mana may make things awkward for Krond, but it's still ramp for your other spells and can pay for Commander Tax.
Reviving Melody is a great recursion spell for enchantment decks.
Spot Removal options:
- Path to Exile and Swords to Plowshares are the best creature removal spells in the game. Path is a bit on the pricey side, but well worth it.
- Sylvan Reclamation exiles two targets and can be cycled for a basic land early game to hit a land drop.
- Krosan Grip can't be responded to.
- Song of the Dryads is on-theme and hits anything. Excellent at disabling Commanders.
Command Tower is a Commander staple. It's included in every multicoloured Commander Precon deck, so it's easy to acquire.
Cascading Cataracts makes colourless mana less awkward for Krond.
Field of Ruin tags one of your opponents' utility lands.
1 day ago
I appreciate the politeness of your disagreement, cdkime. I also think the card is too slow to be competitively viable in modern, but it appears yavuzyuksel07 is on a budget and working with primarily standard cards. If he has the budget for it he should absolutely opt for Path to Exile and Lightning Bolt. I only meant to suggest that he bump his mainboard removal up from just 2 spells.
cdkime, if I'm correct in my assumption that you're just working with what you have from cracking recent booster packs, you can still look for some other removal that's slightly more viable than Ixalan's Binding. Seal Away was just printed in Dominaria, for example. You also have access to Gideon's Reproach in white, which you likely have some copies of if you've been cracking packs. Lightning Strike and Shock have both been printed recently, but Lightning Bolt is only a couple dollars apiece so it's probably best to just shell out the eight-ish dollars to get yourself a set. But if I'm wrong about the working with what you have & being on a budget it, absolutely grab yourself some copies of Path to Exile.
1 day ago
First off, welcome to Magic!
If you want to play R/W in Modern, you should be running both Path to Exile and Lightning Bolt. Path to Exile is, arguably, the best removal spell in the game. Lightning Bolt is very strong early-game removal, and can even be used to help finish off a weakened opponent in the late-game.
Frankly, R/W is not a competitive colour combination for dinosaurs. You really want to be running Green for such toys as Llanowar Elves and Ghalta, Primal Hunger. These cards allow you to cast large, powerful creatures much earlier, increasing your chances of overrunning an opponent.
Dinosaurs have the further disadvantage of being a pretty mediocre tribe. They can be competitive in Standard, but not in the faster-paced, more brutal environment of Modern. GeeksterPlays gave a solid description of Modern's pacing, which I see no need to elaborate on.
Presuming you still want to give the deck a try, however, here are some suggestions:
Consistency is important - you should be running 4 copies of every card you want to draw in the early game, and 2-3 copies of your "finishers" (expensive-to-cast cards that you'll want to draw on turn 4, but would be dead in your hand if you drew them earlier).
You never want to run lands that enter the battlefield tapped. These are far too slow for anything but the most casual of environments, and will certainty get you killed. For some budget lands, consider Battlefield Forge and Clifftop Retreat.
I do not think you need the planeswalkers or Sun-Blessed Mount - you want to be casting large, game-ending dinosaurs on those turns, not cards which do not put significant pressure on your opponents.
Also, here is how to link your deck in forum posts. There are two ways you can do this. For both, you need to take the red part of the URL for your deck:
Then use either:
To list the name of your deck, like so: R/W Dinosaur Mid-Range
To list a more detailed link to your deck, like so:
SCORE: 1 | 1 COMMENT | 60 VIEWS | IN 1 FOLDER
Hope some of that helps!
1 day ago
I mean this in the nicest posible way; this deck is going to be unplayable in the Modern format.
Let me give you some card examples that are staples of Modern; Path to Exile
Notice anything? Low mana costs but still powerful spells. Modern is often referred to as a "Turn 4 Format", in that a lot of games are decided (or even finished] by the 4th turn of the game.
Top aggro decks at the moment like the red-black featuring Hollow One and Gurmag Angler can have multiple 4/4 and bigger creatures out as early as Turn 2. RW burn can often easily have your life on less than 10 by Turn 3. If you're wondering how, that's the proof that you need to do research, as half of Modern is knowing the opposing deck strategy and how to deal with it.
Control decks like UW and Jeskai have one-mana removal and board-wipes that make trying to play 6+ mana creatures nigh-on impossible outside of severe ramp-enabled decks tuned to do so.
Combo decks like Tron can play a Karn Liberated or Wurmcoil Engine as early as Turn 3, Ugin, the Spirit Dragon Turn 4. Artifact-based Lantern Control can basically stop you playing Magic by constantly manipulating the top card of your library and milling you out of cards.
Modern is a highly powerful and diverse format, with at least 10-12 decks that are competitive and range in budget from $100 to well over $1000. It's really not something you can just dip into using jank rares from Standard.
Do you have experienced players at your LGS who can take you through Modern in a more detailled way?
2 days ago
Some examples of removal that are commonly played that get around Wrap in Vigor but not Heroic Intervention include Wrath of God, Damnation, Detention Sphere and Path to Exile to name a few. Plus, since your creatures don't regenerate, they can still attack after casting Heroic Intervention. Remember that a creature that regenerates gets taken out of combat.
2 days ago
Thanks man, it's a lot of fun to play so far!
Have to agree with you on the removal front... really struggled against a pretty interactive deck the other day. Path to Exile might be tricky given the amount of ramp in my meta, but it's definitely an area for improvement. I had initially leaned towards Fiend Hunter for the combo with Cloudshift but it's not come up as much as I would have liked and the cost has proved to be a little taxing on a few occasions.
Eternal Witness looks absolutely brilliant.