Whenever Snapcaster Mage enters the battlefield, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to it's mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
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Rattleclaw Mystic might be misleading. he's basically a signet that you HAVE to morph to filter temur colors, netting one mana either way. try running Sylvan Caryatid , which is only vulnerable to wraths. Niv-Mizzet, the Firemind ? why not run Arcanis the Omnipotent or something like that. also might be a good idea to run Snapcaster Mage , Charmbreaker Devils or Tamiyo, the Moon Sage so you can get more out of your counterspells.
What could I cut for Treasure Cruise ? It has anti-synergy with Snapcaster Mage and Tarmogoyf , I do run them both mainboard, but maybe I could drop a couple snapcasters or Serum Visions ? Right now, visions and Noble Hierarch are my only turn 1 plays.
Ok, I am not nearly as versed in Duel Commander as I am in normal Commander, but I can offer some observations.
Your deck seems quite fast, which is a key aspect that differentiates Duel Commander from it's multiplayer variant. You are also using nearly the full complement of Tutors, which is another point in your favor.
There are a few recommendations I can make though:
First off, in Trinket Mage is always an all star in any deck that can run it. In Duel however, there are a few cards that I believe have an even more pronounced effect coming off of Trinket Mage , my personal favorite of these being Pithing Needle , as it is a one drop that can heavily disrupt your opponent's game plan. Also Expedition Map to search for your utility lands such as Academy Ruins . Speaking of utility lands, Riptide Laboratory could be an excellent addition here as you have a number of wizards to take advantage of it's ability.
I would like to see a Vampiric Tutor in this list as you are heavily invested in counterspells and reactionary answers, and V tutor lets you nab combo pieces at the end of your opponent's turn which prevents you from sacrificing counterspell protection by having to cast tutors as a sorcery. So overall, for the sake of being as fast/consistent/safe as you can, I would highly recommend finding a place for one if you can get your hands on it.
If you are just packing Ulamog for the discarding ability for Temple Bell + Mind Over Matter Combo, then I might suggest replacing it with Guile or Dread . Both of these cards allow you to go infinite with the previous combo just like Ulamog (although they only shuffle themselves in, not the rest of your yard), but they have the added benefit of also being playable by themselves if you get disrupted otherwise, and being damn good beaters to boot. Their utility is also not to be understated, as Guild complements your counterspell suite, and Dread helps minimize incoming attacks. The fact that these will be a dead card less often than Ulamog makes me think that they would be a good replacement for him.
Diabolic Revelation seems like it might be a bit slow for the deck (mostly due to the Duel Commander format), might I suggest a transmute card, such as Clutch of the Undercity as it not only hits 2 of your combo pieces as well as a number of utility cards such as Damnation , but it can also act as a useful (albeit overcosted) spell in it's own right if the pressure is on. I would also highly recommend Mystical Teachings as well, as it tutors for combo pieces and utility cards, but it does it at instant speed, and has flashback!
Although I can't think of any off the top of my head, I might also consider an answer to enchantments if you can find one in your colors.
Let me know if you have other questions or concerns.
Also, you might want to consider getting some lower cmc creatures in there to help protect/support you in the early turns, as having 5 be the lowest cmc among creatures is really asking to draw some early aggro, to where it might be difficult to climb back out of a hole. Some defensive creatures like Fog Bank or Guard Gomazoa might help, or you could discourage people from going sideways at you with some rattlesnake cards like Gomazoa or Vortex Elemental as the threat of their creature getting tucked can help dissuade them, especially if it's their general swinging at you.
I would also consider a Trinket Mage
package, with some relevant targets such as Expedition Map
or Library of Leng
, among others. This should give you some ability to make plays early in the game.
Also, from what I've experienced, running so many counterspells is not particularly effective outside of certain decks (specifically decks that can get good early ramp into efficient threats, unfortunately, the lack of ramp in mono blue makes that hard to pull off, and your high proportion of counterspells is likely to paint a target on you, which you might not be able to defend against without a heavy investment in early defense). A better strategy, in my opinion, would be to reduce the number of counterspells you are running, and get some more diversity in your instants/sorceries and utility creatures, and then throw in ways to grab them from the yard when you need them, such as Snapcaster Mage Archaeomancer Mnemonic Wall (preferably with ways to bounce them to reuse their effects). This should give your deck more flexibility, and make it less likely to get aggro'd out early due to the oppressive nature of mass counterspells.
Yes. Incredible amounts of yes. Mind-numbing amounts of yes.
Dig Through Time is an absolutely ridiculous Magic card. I would play it over Treasure Cruise in a control deck that wants certain answers at different points in the game rather than Delver which plays 60 of the same cards.
If you have the space, run 2-3, and there is absolutely no need to cut your Snapcaster Mage s because it is rarely an issue.
I currently play two copies in Scapeshift , and it is incredibly strong there as well as in any control deck. I'm trying it in Infect as well to varied results.
Here's why you want to do that:
Drop the land because:
Modern is a fast format, you need to answears for things avaible in the early game, if you manage to get over that part of the game where any aggro deck is bound to rule, the game should most like change in your favor, and you can outplay your opponent on the most basic level of the game, playing more lands.
The land base in a modern control deck tend to be somewhere between 23-25 lands. I personly think that 24-25 would be a perfect amount for this deck to run, I mean think about it, you opponent will likely play anywhere between 18-23 lands and not as much card draw, you are still going to outrun him, and still have more answears in your hand than otherwise. And if you are playing against another control deck, you migt not outrun him, but you will both get to a point of the game where you both have so many lands in play that more of them would just get in the way + the Remand 's will add more draw.
Why drop an Esper Charm
Its as simple as this. Esper Charm is one the evilest cards you got but, you don't want multiples in your opening hand, they do not effect the board state (unless they have an evil enchantment), and you don't want to draw into onther one with its ability untill the very late game. You could argue something likewise with Cryptic Command but lets face it, that's just the better card.
Why drop Sphinx's Revelation
This powerful, immense draw spell are a must have in any control deck, but usually serves best a one of, seeing how it only comes in good use in the very late game, and doesn't effect the board state. Its not that it won't be good even as a four of it really would, its just that you need answeares in the early game + you have much other card draw.
Why Drop White Sun's Zenith
its a very unnecceassy mainboard card. It feels rather good to play i know that, it feels powerfull, but ends up being clumpsy for various reasons. 1. it can safe you when your opponent storms you with a bunch weenies, but that is a rare situation to uccor seeing you ar e control player, and when it does happen, you would rather have a wrath. 2 you don't need it to win, your lands and snapcasters does a fine job at that by themselves. The fun thing is, it doesn't feel that way, because when you resolve this card for a huge number, it usually just wins you game, what people fail to realize because of this is, that when resolve this card for a huge enough number to win, that most likely means that you are winning anyways, where on the other hand when you are in a bad board possition, this card just isn't what you want, unless a couple blocking cats are what you need. It is good though and can be a very good sideboard option.
Why add Remand
its good, that's why. Bisides from Cryptic Command it's the best counterspell in modern for alot of reasons, one being that it gives you insight in a card in your opponents hand, while slowing him down and speeding you up simultaneously, another being that unlike manaleak it never gets to a point where you just can't use it because you can always just make him pay more mana and draw a card.
Thanks for the help :) This deck is still under progress, so it is not the finished deck (Thats why ponder is still there:) ) I am going to buy Cryptic Command , Snapcaster Mage and Celestial Colonnade . I was also thinking about Vendilion Clique but i'm not sure :/Dig Through Time was a great ideer :) i will think about it :)
|9.59 TIX||14.4 TIX|
|Power / Toughness||2/1|
|Avg. draft pick||1.12|
|Avg. cube pick||3.01|
|Commander / EDH||Legal|