|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Uncommon|
|Duel Decks: Izzet vs. Golgari||Uncommon|
|Ravnica: City of Guilds||Uncommon|
Combos Browse all
Destroy target artifact or creature. It can't be regenerated.
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|Have (18)||bradyofportdetroit , pskinn01 , twospires , Portwood , PTsmitty , Friedrice24 , dplerner , MattN7498 , Daddy1ong1egs13 , rakdos24 , sonnet666 , rockleemyhero , TheRealPeaches , Mousemke , ironax , Willis1994 , gildan_bladeborn , bakeraj4|
14 hours ago
I like Putrefy if you aren't planning to make it competitive. Relatively cheap removal that hits artifacts and stops regeneration.
4 days ago
Love the idea of this deck. Problem of Spider Spawning is, it's a sorcery. So you can only cast it on your own turn and your opponents have a whole turn to cast a wrath of god effect and you can start all over again. I would cut some creatures...at least 10. For example a few basic land searchers cause you only run a few. Add some counterspells to give your spiders a chance to survive.
I would add Archaeomancer to get the non creature cards you need back.
Lastly...add some spot removal cards like Putrefy to get rid of nasty opponents stuff and maybe a little card draw or more reanimation.
1 week ago
First off, there are a number of cards that are just not good enough for modern. Veteran Warleader requires you to overextend a board state. Putrefy is outclassed by Abrupt Decay, Cast Out is normally a worse Oblivion Ring, and Retreat to Emeria is kind of just meh all around.
Next, what do you want the deck to do? The way you currently have it set up, it looks like you wanna win fast. Your land count is low, and you are running a lot cof creatures. In which case, why not run Naya Allies? They are fast and Lightning Bolt provides a lot of reach. I would say the strength of abzan allies is the amount of interaction you are afforded, and therefore you might be better off upping your land count and trying to aim for a more midrange shell.
To further Allies as a midrange shell, let me explain the importance of a few cards. The most impotant cards for a midrange shell are Kabira Evangel, Ally Encampment, Gideon, Ally of Zendikar, and Collected Company. I think a strong argument can also be made for Aether Vial -- and in some lists, Orzhov Charm. Allies get big fairly fast -- but they do not start big. Therefore, if you want to be able to outscale other midrange decks, you need to be able to protect your board state. You do this by dropping an ally every turn so that Kabira Evangel can keep them safe. Gideon, Ally of Zendikar and Ally Encampment are super good at this. However, if your opponent is smart, they will then just hold off their removal until their turn when the effects wear off. These are the times that Aether Vial, Collected Company, and Orzhov Charm shine. All of them allow you to trigger your Ally's abilities at instead speed. The combo of Ally Encampment and Aether Vial is especially potent here as it allows you do trigger abilities even when both you and your opponent begin to top deck.
1 week ago
I recommend some board wipes and spot removal. You need to have answers for creature hate enchantments and artifacts. Also if a board goes wide like elves, a wipe will help.Here are some cards:
I also know Dragons get a lot of value from recursion engines. One dragon costs more than one recursion spell so they are high value cards. This is more preference but the precon has some you might want to put in.
2 weeks ago
From what you've said, it seems your problem is card draw, so I'll suggest some cards to remedy that. Phyrexian Arena is a black staple for a very good reason. If Hapatra's making enough tokens, Fecundity and Evolutionary Leap can help you cash them in for better cards. Since you're running 29 creatures, a Lifecrafter's Bestiary may also help a lot. Adding in a Meren of Clan Nel Toth can also give you indirect card advantage by getting back dead stuff.
Besides card draw stuff, I'd also suggest ou put Decimator Beetle in there. Note that you don't HAVE to remove a counter from one of your creatures for his seconds ability to put a counter on another creature. And Putrefy is a good versatile removal.
2 weeks ago
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).
Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.
2 weeks ago
Against Mono-Black Affinity (Budget)
Won Dice Roll
Thoughts: It performed a lot better that time. I didnt draw enough lands and my opponent had answers to my threats and hit hard.
2 weeks ago
Against RUG Control
won dice roll
Play Steam Vents, enters tapped, pass
Draw Birds of Paradise, Play Temple of Malady, Scry Rampant Growth, place on bottom of library, Cast Birds of Paradise, Cast Slitherhead, Attack with Deadbridge Goliath and Slitherhead (17 vs 12), pass
Play Rootbound Crag, pass
Cast Zhur-Taa Druid, pass
Draw: Forest, Play Forest, Cast Primeval Titan, Fetch Overgrown Tomb & Swamp, Activate Grim Backwoods, Draw Blessings of Nature, Scavenge Slitherhead onto Deadbridge Goliath, Attack with Deadbridge Goliath & Slitherhead, !INTERRUPT: Opponent Cast Simic Charm, Return Deadbridge Goliath to hand!, Blocks Slitherhead, pass
Cast Telepathy, pass
Draw Swamp, Play Swamp, Cast Blessings of Nature on Primeval Titan, Scavenge Slitherhead onto Primeval Titan, Attack with Primeval Titan, Fetch 2x Forest, Blocks with Vorel of the Hull Clade and Zhur-Taa Druid (17 vs 1), Cast Deadbridge Goliath, Activate Grim Backwoods, Draw Swamp, pass
Thoughts: Yeah, not performing as I hoped it would.