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Thorn of Amethyst
Noncreature spells cost (1) more to play.
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Thorn of Amethyst Discussion
3 days ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
3 weeks ago
Thank you so much for the feedback,
-I haven't tested with Simian Spirit Guide yet, but it is definitely something that i need to do.
-Chalice of the Void isn't in the deck for budget reasons, I might end up splurging and getting some, but that will definitely happen after its eventual reprint.
-Thorn of Amethyst completely slipped my mind when I thought of this deck, but I don't know if it will work well with my other lock pieces considering that Trinisphere and Blood Moon are noncreatures. I might try running Magus of the Moon instead of blood moon to alleviate some of the issue, but I'll have to test that.
-Honestly, the Mizzium Mortars are the biggest problem I have with this deck. You were correct about Lightning Bolt not being in the main because of trinsphere (i'm not even sure if this is a valid reason) and I felt like I needed some kind of removal that didn't heavily saturate my 3 drop slot. I like your suggestion of Beast Within because it can be used as land destruction and removal, so I'll probably remove the mortars and add the beast within.
Either way, thank you for the advice, I'll look into your suggestions.
3 weeks ago
Blood Moon into Chandra is certainly a powerful line, I like what you have going here as far as the lock pieces go. A couple things I wanted to pick your brain on
-Why no Lightning Bolt main? Because of Trinishpere?
-Why Mortars over something more versatile like Beast Within?
3 weeks ago
Ehhhhhhhhhhhhhhhhhhhhhhhhhhh......I'm not sure about this just yet. One of the benefits of Affinity is the power of its man lands and an explosive early game. Tron just gets put together, then starts doing unfair things (like turn 3 Karn Liberated).
This current iteration seems like a weaker version of Mono-Brown Eldrazi Tron, except it doesn't have Eldrazi Temple. At the same time, it's not nearly as fast as Affinity because it doesn't have Springleaf Drum and a bunch of 1 and 0 CMC creatures.
Which brings me to this:
...which is a Vintage deck. Of course, we're looking for Modern options, but there's some cool things going on that I think you should see.
Third, look at the creatures. It's using Arcbound Ravager, Walking Ballista and Hangarback Walker just like you are, but it's forgoing the high CMC artifacts in favor of Phyrexian Revoker, Lodestone Golem, Thorn of Amethyst, and Sphere of Resistance.
So how can we port this to Modern? I think you're right playing Tron lands, but then I'd toss in Inkmoth Nexus and Blinkmoth Nexus. Maybe you play Glimmervoid, Darksteel Citadel, Academy Ruins, Buried Ruin, and some basics if you have room.
But probably the strongest aspect to playing this type of deck in Modern? Trinisphere, Thorn of Amethyst, Chalice of the Void, and Lodestone Golem are all unrestricted, unlike Vintage where you can only have 1 of each. Probably the dumbest thing you could do is play a turn 2 Trinisphere/Thorn of Amethyst into turn 3 Ghost Quarter and Lodestone Golem.
The thing you have to be mindful of is that your mana base isn't as good as it is in Vintage, so too many Sphere of Resistance effects can cripple you more than your opponent. You also have to decide between playing a bunch of powerful 1-mana accelerators (Expedition Map, Springleaf Drum, and so on) or Chalice of the Void. I'd also forgo some of the higher CMC cards normally seen in Tron like Ugin, the Spirit Dragon. Swap these out for cards like Phyrexian Revoker or Thought-Knot Seer.
1 month ago
1 month ago
Lots of goodies to consider before Disciple likely. Sitting here looking at:
- ramp (Elvish Mystic, Bloom Tender, Gaea's Cradle, Cabal Coffers/Urborg, Tomb of Yawgmoth)
- midrange-y goodness (Grave Titan, Avenger of Zendikar, Craterhoof Behemoth, Lord of Extinction)
- a Necrotic Ooze combo (Walking Ballista, Phyrexian Devourer, Mikaeus, the Unhallowed/Triskelion)
- dredge package (Golgari Grave-Troll, Stinkweed Imp, Life from the Loam)
- table drain (Gray Merchant of Asphodel, Exquisite Blood, Massacre Wurm)
- attrition package (Merciless Executioner, Fleshbag Marauder, Desolation)
- creature based targetted removal (Reclamation Sage, Caustic Caterpillar, Woodfall Primus)
- stax package (Thorn of Amethyst, Sphere of Resistance, Contamination, Null Rod)
- tutor package (Buried Alive, Birthing Pod, Demonic Tutor, Vampiric Tutor, Sidisi, Undead Vizier)
- better sac outlets (Phyrexian Altar, Ashnod's Altar, Viscera Seer, Greater Good)
- general good stuff (Sylvan Library, Damnation, Mana Crypt)
1 month ago
Thank you for such a detailed description as well as the speed of your reply.... There are some things in here I will surely play test with thanks to your suggestions. As far as how opponents are setting up mill so fast is a very interesting and frighteningly consistent design. The key pieces they are using are all about making a ton of mana and throwing it into cards like Mind Grind, and Increasing Confusion while supporting them with other cards like Brain Freeze, Traumatize, Mind Funeral, Mind Sculpt, and a bunch of Tutors and graveyard recursion for these spells. Setup usually has some sort of mana ramp such as Cabal Coffers + Crypt Ghast + Urborg, Tomb of Yawgmoth or can use some basic mana rocks like Gilded Lotus, Mana Vault, Mana Crypt, Thran Dynamo. By roughly turn 4 or 5 these decks are producing around 8-10 mana....and 10 mana thrown into a Mind Grind is a bad day. Most of the time they don't even worry about getting their commanders out but I have seem use of Dralnu, Lich Lord, and Mirko Vosk, Mind Drinker in the most potent versions. These reasons are why I have Bitter Ordeal currently as nothing kills combo faster than removing it's pieces. Once I slow them down its a better fight but still one I haven't been able to win. I really like your idea of Sphere of Resistance and Thorn of Amethyst for this situation. I had thought about the thorn before but when the time came I put in tanglewire instead. Your comments have gave me a lot to think about as well as to playtest with and for that I have to say thank you. I will have to keep you informed on my changes and how well they fare!
1 month ago
@Profet93: Hmmm... to remove Whip Silk is a bold move. It is not entirely unthinkable. HOwevver, in that regard I would more tend to remove Flickering Ward because it is easier to generate green mana in this deck given the mana dorks and the overall need for green color. Problematic are cards such as Praetor's Grasp which then could take away my combo when only one storm enchantment is left. When they choose to get Paradox Engine I am still able to generate a large amount of mana and thus can get ahead of the table pretty hard when playing these recurring enchantments, while an enchantress is on the field (or better multiple ones) eventhough I cannot go infinite. Also it helps to have both color available to make better use of Gaea's Cradle andSerra's Sanctum. So I am a bit skeptical.