|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition||Common|
|Duel Decks: Elspeth vs Kiora||Common|
|Duel Decks: Elspeth vs. Tezzeret||Common|
Combos Browse all
Sunlance deals 3 damage to target nonwhite creature.
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2 weeks ago
I don't know what you play against so these advice might be of the point if you play against lots of one kind of deck, but in general i would probably cut these:
Burrenton Forge-Tender - this card is only useful if you play against red aggro/burn decks
Sunlance - Not sure about this card, maybe limit it to 2 copies
That is all I can currently think of.
And one card that I would suggest is Leyline of Sanctity, if burn is a problem
1 month ago
Since you want to buff your creatures, Defiant Strike and Guided Strike are better options than Inspiring Roar, imo. For protection, Brave the Elements and Apostle's Blessing are good options to look at. I don't know how Airborne Aid works for you, but it seems slow, blue has a lot of draw options for a cheaper mana cost, so it can be changed to reduce the cmc if necessary. Hope this helps!
1 month ago
For control, I agree with Hexcimal. Doomblade or Sunlance won't help you against, for example, Erebos, God of the Dead, who'd almost ruin your strategy. Utter End and Anguished Unmaking would be much welcome in your sideboard.
Finally, are you fine with alternate-wins? If you are, consider adding Felidar Sovereign.
1 month ago
Thanks for reading and the suggestion!
The Boros Charm is indeed interesting and I will find a way to get it inside.
After dueling with zoo I have found that the human tribal is extremely important when fighting fast and efficient creatures.
Purphoros, God of the Forge just doesnt make it in this deck. His high devotion requirements require a large part of the red creatures to be in play at the same time, and while he does burn the opponent for free, there are times that an indestructible creature is needed.
After some playtesting made a few movements for the deck:
-1 Cavern of Souls: With a low mana curve Im trying to make this deck work with just 22 lands to diminish the chances of being land flooded.
-1 Leyline of Sanctity to add graveyard hate
2 months ago
Also throw Sunlance in your sideboard, it's a waste of space mainboard.
2 months ago
Destroying token creatures, whether it be lethal combat damage, or instants like Lightning Bolt, Sunlance, etc... With a Dingus Staff in play, will those dying tokens trigger the staff? Or does your opponent just lose a creature and forego the additional 2 pts of damage?
3 months ago
Ima start with path before I forget them. Some cheaper alternatives would be Sunlance, Journey to Nowhere, Condemn. If I think of others I'll post them. Path is getting reprinted in a couple weeks. So keep an eye on it =P should be cut in half at least.
What exactly do you mean by too much mana by the middle of the deck?
So Ghostly Prison is better specifically because it can come down 2 turns earlier. Sphere of Safety is a finisher of sorts in white control. That's in a deck running 4 Ghostly Prison, Runed Halo, Nevermore. By itself, sphere is just too slow. Which btw, I tried making a version of this with mostly enchantments, but sadly it made Sphinx's Tutelage not work very well. Need those cantrips! Anyway, Ghostly Prison is better in a deck whose win condition is not control, because it keeps you alive long enough to achieve your goal. If you were in a hard control deck, Ghostly Prison would keep you alive to play Sphere of Safety.
So.. Lands. Brace yourself, this is gonna be long.
This is always a rough topic because lands are hands down the largest barrier for entry new players face with this game. Unless you want to play mono colored decks, shock lands (like Hallowed Fountain) just make your deck better. Lands that enter tapped are inherently bad unless they do something game-changing. This is because they will frequently cause you to delay playing something when you need to have it out that turn. Shock lands allow you to make that choice. If you need something you can take 2 damage and get it out. If you don't need it, let it enter tapped. This is where fetch lands come in. Fetch lands (like Flooded Strand) make your shock lands better. This is by allowing you to make the desicion to have your shock land enter tapped or untapped on your opponents turn. So as an example, let's say it's turn 2 and you could play Remand or Thought Scour. If your second land is a shock, you'd have to shock yourself to keep mana for Remand. If you play a fetch, you can wait for your opponent to make the first move. If they don't play anything you care about, you can just fetch at the end of their turn and get your shock land tapped. But if they had played something you don't like, you could fetch right then and there, gotten your shock land, or even a basic land, untapped and countered their spell. It's all about giving yourself more options at any given point in the game. In addition, fetches get more lands out of your deck, increasing the probability that you'll draw cards which will win you the game. And it doesn't matter with your deck, but say you were running a three color deck; we'll say . A Flooded Strand can fetch Breeding Pool, Hallowed Fountain, and Temple Garden. That means a single land gets you any of your 3 colors. Quite the game changer.
Those are the 2 most important kinds of lands in modern. However, you're bound to see others with more specific functions. For instance Mystic Gate is called a filter land. It's pretty bad early on in a game, but not useless. Later in a game it enters untapped without having to shock yourself, so it's great for longer games; thus it fits great into control and tempo decks. The last one that I think is critical to understand is fastlands. fastlands fit into very fast decks and look like Botanical Sanctum. They work best here, because the downside doesn't matter much if you just win before one would enter tapped. Other decks can play them, but usually only 1 or 2. Something like infect will run 4. Also, Google future sight special lands. They're all completely different, but I'm sure you'll see a few of them.
I hope that helps. Hopefully my lands explanation wasn't too long winded. lemme know if you have any other questions! =)
3 months ago
As someone who has played UW control competitively for a while,
I can give a few suggestions,
Play 24 lands, it's standard for control decks and is the only way you'll be able to cast 6 drops consistently.
Is this for budget? If so I think that AEtherling would be a better finisher then Admonition Angel, since you can protect it and play cards like Wrath of God. (It also means that you can have it as the only creature in the deck.)
Vapor Snag isn't what you are looking for, as Condemn, Path to Exile, and Sunlance are all better options for removal. (I get you want to have the synergy with cards like Meddling Mage but those cards are pretty easy to deal with.)
A complete primer for UW Control is here Order Is Restored: The UW Control/Midrange Primer