Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.
Price & Acquistion
1 day ago
3 days ago
Some pretty obvious cards in any UR spell-heavy deck:
Opt/Serum Visions. Doesn't matter which one, but at least 4 of these are really helpful. And since they say "draw a card", they even trigger Chasm Skulker. With enough of these cantrips, you can go with a lower land count, since you can dig out land when you want to.
Remand. Tempo play of the week. Also draws a card.
Isochron Scepter. Because you have a pile of instants at 2 or less mana, and you'd like to play them a lot. Just a single copy should do, or you might like 2 of them.
Wandering Fumarole. When you have enough lands, and are running out of cards, this gives you a way to win, and somewhere to get something out of all that mana.
3 days ago
Time of Need will help you get your Arcades in your hand. I'm thinking I'll probably run 2x of each because I don't want dead Legendaries. I think because of the Legendary thing and because of his CMC, I'm going to run 4x Assault Formation in addition to 2xArcades. I think, with my experience playing my G/B Defenders deck Toughness Roughness, I'll want at least 6x wincons. Not getting an Assault Formation is really bad! You might consider Muddle the Mixture over Remand. I'm really psyched to play Drift of Phantasms as well - a 0/5 Flyer with a tutor option sound just fantastic in a deck such as this. I'd drop Fog Bank because it effectively can't swing. You could replace it with Guard Gomazoa if you like, though I think the 3CMC slot is better filled with Drift. I like Axebane Guardian quite a bit, though it is a bit of a target for removal. It will help with your mana fixing to get Aracades down. I really enjoy running a Beast Within in my Defender builds because almost all my Defenders are usually at least 0/4, which greatly negates any potential threat giving an opponent a 3/3 might normally create. (funny stuff, IMHO). It's broad spectrum applications are super useful. I'm also going to try out Sylvan Caryatid to help manafix. Since it isn't a big defender, I'm guessing I won't mind too much that Shroud will prevent me from being able to swing with it with the Formation. I'm also going to run a full set of Overgrown Battlement, but more for ramping up to a potential Colossus of Akros than anything. I may end up deciding I'd rather fill that slot with something else. I'd suggest dropping Jaddi Offshoot in favor of a full set of Perimeter Captain.
4 days ago
Now "Decklist To Test Out" panel contains actual deck with few changes:MINUS: - 3x Muddle the Mixture - 4x Dispel - 4x Fabricate - 1x Glint-Nest Crane - 2x Drift of Phantasms - 1x Lightning Bolt - 1x Anger of the Gods PLUS: + 2x Hope of Ghirapur + 4x Whir of Invention + 4x Remand + 4x Opt + 1x Witchbane Orb + 1x Relic of Progenitus
5 days ago
The sad truth to tuning a deck is that until you play an event (or a few) in paper, it's hard to know what needs changing. And once you play it in paper it becomes clear what isn't working, but by then you've already acquired the cards and now it's more expense to get the right cards for the second try. That's how my grixis delver worked - I didn't know that I shouldn't be playing Disrupting Shoal until after I'd acquired a playset.
What 3-drops do you Shoal? Maybe stuff out of Jund (Pulse, Lili, K-command) and Etched Champion, but I can't think of any others.
3x Remand seems like a lot in this meta (it was a much better card in 2016) and no Spell Snare makes me a little sad, but I would keep Remand for testing for now. The card is amazing for this style of deck.
My approach to tuning is that I have a copy of most of the decks in the meta on tappedout. I semi-regularly update them and when I have 5-10 minutes I'll pull up my deck and some meta deck and play both sides of a game. Most of them are in this folder. I'll add the rest of them now. It's a slow approach to tuning and can only do so much, but it will at least give you an idea of which matchups work and which ones are problems. If you take that route, I recommend the v1 playtester for computers, but the normal playtester for mobile. Just personal preference.
5 days ago
np. Honestly, I think your manabase can handle the triple U pretty easily. You only actually have two lands that don't produce blue, after all. Artifacts that cantrip, like Prophetic Prism, are ok. Mishra's Bauble is a really good one since it can cantrip and is a 0 mana artifact for Whir, Pentad Prism can ramp and is perfect for Whir as you can use its charge counters and tap it to pay for most of the mana cost on its own. You can also play some sideboard artifact cards in your main, like Grafdigger's Cage or Relic of Progenitus, which could incidentally improve some matchups.
Mana Leak and Remand are more for surviving the first few turns, which comes first. Remand in particular even helps you find the combo by drawing. You usually only play Dispel maindeck if you're playing a combo that can reliably go off early on, like Ad Nauseam. Your combo is three cards so it's less likely to go off as quickly, plus you're in solid control colors, so it's better to drag the game out longer with slower, catch-all counterspells. I'm not saying you need to drop it completely, but you already have 4 Swan Song, which should be enough for combo protection.
Ah, ok. I assumed you didn't really have a budget since it wasn't mentioned in the description, but I probably should've taken a hint from your lands, so mb.
6 days ago
I really like it! If you played Whir of Invention, you'd be able to dedicate less slots to finding combo pieces and more to controlling the game since it can put both Altar of the Brood and Liquimetal Coating onto the battlefield at instant speed. Then you could play more cantrips, which would likely be enough for you to find Saheeli without needing Drift of Phantasms. Playing Whir would also mean playing more artifacts, but that seems like a good thing too since you'd be able to get value out of saheeli when you don't have the combo ready.
Also, it would be really cool if you could play like an unorthodox land destruction deck by playing maindeck artifact hate like Smelt and targeting their lands with Liquimetal Coating. I mostly suggest this because otherwise it seems like it would just sit on the battlefield doing nothing until you got the rest of the combo, this way it would help stall and create a favorable board state if the combo isn't available at the time. It's also jankier which is something I like.
Otherwise, I think it would be better to play Remand or Mana Leak over at least a few Dispel in the main. There are decks that don't even play any spells, so they'd do a better job at protecting you imo. Also some number of Surgical Extraction or something that exiles cards entering graveyards is necessary in the sideboard to take out Emrakul and other shuffle effects. While Reckless Fireweaver is a way to avoid that, it's fragile, plus if you go for playing Whir over Transmute cards (which is what I recommend) you won't be able to search it out.
The changes I suggested would require a major overhaul of your deck, but I hope you try them out cuz it would be really spicy if you did them. I might try making a version of your deck myself, actually heheheh
1 week ago
Hmm, I think that:
You need more low-to-the-ground prowess creatures. If you're playing a prowess deck, you should pick the best and fill out playsets since you only have a few spots for creatures. Monastery Swiftspear and Stormchaser Mage should be 4-ofs since they're likely the best prowess creatures in modern. I'm personally kind of eh on Soul-scar but he's ok.
You need more 1-mana cantrips. They add a ton of power and explosiveness since you can chain them together in one turn. Most decks like this play at least 10, you already have Opt which is good but there's also Serum Visions, Sleight of Hand, Thought Scour, etc. They'll also let you go down on lands, but you're already pretty low on those so I wouldn't go any further.
You forgot OG Lightning Bolt.
I don't really understand Supreme Will. 3 mana makes it too slow for Modern unless you're playing a dedicated control deck. You're an aggro-tempo deck, so you want your counters to be efficiently costed, like Spell Pierce or Mana Leak. The best counter for these types of decks is Remand, which is often a pseudo-Time Walk (I recommend playing 4).
Judging from your card choices, it seems to me that you're new to modern and haven't really explored much outside of the standard card pool, but if that's the case you did a pretty good job building this deck. You're on the right track, just keep exploring.