|Commander / EDH||Legal|
Printings View all
|Modern Masters (MMA)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
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Creature — Elemental
Price & Acquistion Set Price Alerts
2 months ago
So after about 3 games. I got stuck on land every game. Two land to be precise. There's really nothing to do on turn 2 with the current list except cast a 2/2 bear in Azorius Guildmage.
Seems like too many creatures for modern.
Here's how I would run it (I think)
2x Spell Queller
4x Drift of Phantasms
1x Platinum Angel
2x Master of Waves
1x Phenax, God of Deception
1x Sun Titan
1x Thassa, God of the Sea
2x Wall of Denial
You want to be more on the control side early on so you can build up enough resources to assemble the win-con you want for the specific game. Cards like Mana Leak, Remand, Serum Visions, etc. should allow you to stabilize.
I've recently discovered Reality Shift which is an interesting card in my opinion that might be better than Path to Exile if you plan on running out Chalice of the Void on turn 2.
2 months ago
unless summary dismissal is a meta choice than you can try Countermand.
2nd suggestion is adding black - which allows Glimpse the Unthinkable, Mind Funeral, Pilfered Plans, Psychic Strike, and Induce Paranoia which adds more efficient milling spells and some control and card draw.
The key to winning mill is the same as burn - SPEED, but unlike burn you have to do it 3x faster since libraries are 60 cards instead of 20 life. I play a "mono blue" with the win cons of Archive Trap+Sanity Grinding, but my deck takes advantage of using the Shadowmore/Eventide Avatars Overbeing of Myth, Godhead of Awe, Dominus of Fealty and lots of UU/UUU spells (Counterspell, Cryptic Command, Wistful Selkie, Plumeveil. Usually when I hit on turn 3 it is for 20 - 26 cards and can finish up by turn 4 or 5.
Maybe drop the Sphinx of the Final Word, Doorkeeper + defender package, and most of your spells. I like the Manic Scribe + Archaeomancer + Displace as a causal combo in multiplayer, but its too slow for Modern.
1 year ago
1 year ago
Nethereon Currently this deck is done by turn 7, however, I'd like turn 5-6 instead. I run mainly aggro red such as this Deck:goblin boom or turbo fog decks such as the one i'm currently putting together Fog you too.
I've conceded that this deck will probably never beat my goblins (truth is your never gonna be able to wipe their board as they swing in for lethal by that time 80% of the time and it's like 4 mana to get everything back out) and a simple old eldrazi would make winning against fog very hard. I don't think slowing down and being defensive is the answer in this situation however, well unless we're talking Plumeveil or a Clone My meta frowns upon combo decks around me, which helps this deck out a bit I guess.
I've figure this deck is to take out midrange and late game decks, jund,abzan, those still stuck on the eldrazi hype train.
1 year ago
You have way too many lands in this list. I'd cut them down to 23-24. (Why mountains?) Sphinx's Tutelage and Thought Scour would be nice additions, as would Archive Traps if you have the funds for them. I'd run the full 4 Jace's Phantasms and add 4 Hedron Crabs to this list instead of some of the Plumeveils. Manic Scribe might do work here as well. Startled Awake Flip is another option, as is Jace, Memory Adept for a finisher. Visions of Beyond does great work in my mill deck as well, but it's up to you on how much you're willing to spend on a 'budget' mill deck.
1 year ago
The only thing I don't like about Rogue's Passage is that it isn't a spell so it doesn't count to remove a counter.
It does also tie up 4 mana which depending on what else you need to cast that turn it can prevent you from being able to cast a counterspell (although your average cmc is super cheap). That doesn't mean take it out since in a longer game that may not matter and you can do it with an empty hand.
Unless you have more than 1 TitI on the board, it's going to take 2-3 attacks to put someone down since you don't really have other aggressive creatures (though you can poke with those flyers). I like the idea of Distortion Strike since it has rebound and adds an extra damage, so that "guarantees" 16 damage for only a single blue mana and leaves your mana pool open for absolutely anything. Artful Dodge is another cheap option that could work too and being able to use flashback whenever you need might work out better than Rebound. I like the idea of Plumeveil in there, too. I think since you only have 14 creatures I'd try moving the Echoing Truth to the sideboard to add in the Plume since there is room over there, and Echoing Truth could be a wasted slot if there aren't targets.
The only other card that I really like for mono blue that can help with your setup is Anticipate. You have a little bit of draw from Serum Visions and the scry 2 is nice, but that's about it to get through your deck. The Delver sort of lets you scry for spells, but Anticipate can straight up save you 3 turns, and since it is an instant you can leave your mana open to play or bluff counter spells and do it at the end of your opponents turn to grab a card that might have otherwise taken you a few turns to get to. My friend that plays his TitI deck has that problem since he only runs 12 creatures where he just has a ton of pump or counter cards and nothing to use them on because he has to get through so many non-creature cards in the deck.
Just some budget suggestions, I don't know exactly how each of those cards are working out for you in playtesting so you would know best what cards to move around. It's nice to have 4 slots open in the sideboard so you can try out different things without having to lose cards altogether.
1 year ago
Slip Through Space was the other option. At worst its draw a card. I might add more skites to the sideboard. My gut feeling at the moment is we want a few creatures that can kill attackers as well. Hence Shorecrasher Elemental although I did consider Plumeveil.