|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Return to Ravnica (RTR)||Rare|
|2010 Core Set (M10)||Rare|
|Tenth Edition (10E)||Rare|
|Saviors of Kamigawa (SOK)||Rare|
Combos Browse all
As Pithing Needle enters the battlefield, name a card.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
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Pithing Needle Discussion
2 days ago
I'm with JoeNathan37. Can't call this a Dune deck without Sandwurm Convergence. I think you strongly favor practicality over flavor, but if you're gonna make a "theme" deck why not dive right into Flavortown? Seems like you are not allowing your fears to pass over and through you.
Mimic Vat is a neat card and could represent an axolotl tank flavor-wise. Pithing Needle could represent a Gom Jabbar. Exoskeletal Armor could be a stillsuit, and the flavor text definitely fits Fremen ideology.
I feel like a Dune themed deck could be made that would not require logical gymnastics for the Duneness to be detectable, it just wouldn't function as well as what you made. Personally I'd rather win with a Dune deck than a Hazezon deck.
2 days ago
Oh, right. Back to the topic.
I think the Mardu list makes better use of the Scepter. There isn't really anything in the Grixis list that would make me want to sideboard in Pithing Needle and name "Isochron Scepter". That Mardu list is a different story, because if I know you have Silence and Isochron Scepter in your deck, I'm bringing in needles and artifact hate.
3 days ago
Grand Arbiter Augustin IV is a solid generic hater, and Chalice of the Void works well too. Will you run stuff like Nevermore or Pithing Needle? There are also a lot of cards that give upkeep costs to things like Kataki, War's Wage or Breath of Dreams.
If you add black, you get access to stuff like Nether Void, Gloom and Blood Funnel. In fact, Mishra, Artificer Prodigy makes a great combo with these cards (your Sol Ring gets countered, then you search your graveyard for a card named Sol Ring and put it into play).
4 days ago
Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.
So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.
The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.
Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.
The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.
Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.
Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.
I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!
5 days ago
Trinisphere sideboard? Bottled Cloister to stick bridge? Defense Grid to fight disruption? Storage Matrix can somtimes work, but its a meta call. Mirror of Fate and a doomsday wincon in your sideboard? Pithing Needle/Sorcerous Spyglass card blanking? Lots of fun stuff out there. I'm just trying to figure out a Possessed Portal/Goblin Rabblemaster deck.
1 week ago
currently this deck dies to Pithing Needle...Ratchet Bomb is my reflex answer for touching artifacts/enchantments in these colors...Annul and Hurkyl's Recall are also options. Maybe a combination of Jace's Phantasm and Wight of Precinct Six could be used for a beatdown wincon?... perhaps Thought Scour/Dream Twist used on yourself could be a sneaky means to "draw."