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Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player.
|Have (29)||keenanboianghu , shadowhound14 , colin13 , xlebec , leonardocrater , Sollisnexus , Explotography , Mutt5258 , GureiSeion , Wicuber , wsurugby10 , Jernyman , Comicalflop , HavokX , the3rdH0kage , MUTEDM1ND , lucyfarrell , zandl , TheHorse , caprioG04 , Raistlin911822 , DNSolver , Timocalypse , SpiritBear9000 , canpan , slemulv , SteveHiguita , Epochalyptik , bucknut1600|
|Want (3)||apoc7k , scottemery , Draygo|
Totally agreeing that the return of the fetch lands is great for Modern! I think it will be good to upgrade to Bloodstained Mire in stead of the once we are running now
I have the same problem with the burn decks. And the problem is getting worse, as they seem to get more popular every week! They are very well equipped against life gain: They have Skullcrack main and sometimes even artifact hate. They will definitely have it in the sideboard Making cards like Cruel Feeding , Vampire's Bite and Whip of Erebos easily answered. Personally, I think that against red it's better to have an aura / enchantment that can be played on Phyrexian Crusader . It would have been great if Gift of Orzhova would have been non-white :D
On a different topic, Phyrexian Vatmother has been mostly a disaster for me. Yes, there have been games I was pleasantly surprised, but the majority of the games it was just subpar. I like what red brings to this deck, especially Rise/Fall and Lightning Bolt in the main, but also the tech that comes in the sideboard. I have to admit however, that recently I have been looking into green in stead of red. Mainly to gain access to Garruk Wildspeaker that I hope to use to ramp into Skithiryx, the Blight Dragon , but also for his ultimate to make the Inkmoth Nexus dangerous flyers :) In addition, with green I have access to Abrupt Decay , Maelstrom Pulse , Rancor and Pendelhaven . I even have been working on a aggro sideboard plan utilizing Glistener Elf and pump spells to outrace them...
The reasoning behind running the three mana white fogs (by this I mean Riot Control and Safe Passage , though there are probably others) is the wording. Riot Control and Safe Passage prevent ALL damage, not just combat damage, which is great against RDW/Burn and Storm assuming they don't have a Skullcrack in hand. My own version of this deck runs a full playset of both.
Can you make room for Goblin Guide ?
Your sideboard should be geared towards your weaknesses, pending your meta. Blood Moon wrecks Tron and other greedy mana bases. Combust is good for the Twin matchup. Torpor Orb shuts down Twin and Pod. Flames of the Blood Hand is additional anti lifegain tech. Smash to Smithereens and Forked Bolt are good for Affinity. Also Shatterstorm , Slagstorm , and Anger of the Gods .
The issue with running more Dark Confidant is that you really don't want to draw another Dark Confidant . Young Pyromancer is interesting, but why not run Vexing Devil or Hellspark Elemental ? At the end of the day, I just want to get my opponent to 0. Pyromancer seems like a fragile way of achieving that goal.
Faithless Looting has the advantage that it can come out on turn 1. Though if you're playing it right out of the gates, mulling seems like an obvious better choice. Initially I was playing with Night's Whisper and a second Blood Crypt . For now, I've replaced Faithless Looting with Skullcrack .
Skullcrack is generally to be kept at 2 or 3 because it can't target creatures.
Eidolon of the Great Revel should be kept in the side because there are too many times where provides no net damage, and he generally just turns into a 2 mana for 2 damage that also hurts you for two. He is excellent against the mirror, affinity, zoo, and storm but beyond that he hinders you more often than not. You also have to remember that Jund decks, Bxx knights, AEther Vial aggro and pod can all cheat their creatures into play, making Eidolon of the Great Revel a lot weaker than normal.
Magma Jet is a pretty good card as it can help set up your next two turns, really important if those next two cards happen to be pointless lands.
Vexing Devil should be removed, choice cards are not good in modern as it is whatever you don't want him to be. Sure it might be good turn one, but on any other turn Vexing Devil will really lack in terms of damage.
I would suggest against Hellspark Elemental on the condition that you are using Grim Lavamancer . While alone the hellspark is a good card, one card for 6 damage is pretty nice, but the exile makes Grim Lavamancer 's ability less worth while.
Hope this helps.
|Avg. draft pick||11.97|
|Avg. cube pick||2.89|
|Commander / EDH||Legal|