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1 week ago
swap the number for baral and electromancer around, baral is strictly better and they will both eat alot of removal, also id swap Peek for Noxious Revival but its kind of a prefrence thing, Repeal and Unsubstantiate are normally 1x by cutting some opts or slight of hand
1 week ago
I'll start with my background: I'm a low level points grinder. I play Storm/Jeskai Control in Modern, and Miracles/2 Chains in Legacy. I'm gonna tell you what I don't like in your deck, why I don't like it, then I'll tell you what I would put in your deck, and why I would. We all play magic differently, so I hope you at least consider some of the changes, and overall I wish you luck in your building!
Mana Leak: I would not play 4 of. Honestly, I'm not sure I would play more than 1, and absolutely no more than 2. This card is only good early game, and you're a pseudo-control deck, which means you will go long sometimes. For me, it's down to 1 here
Echoing Truth: This card just doesn't deserve a main board slot, in my opinion. In loses you card parity, as opposed to repeal, which will cantrip. I'd move to have 2 total in the side.
Scalding Tarn: You don't need this many fetches, even if you are playing Jace, considering you play 4 Serum Visions and 4 Opt. You need more lands than anything, so petition to make this pair of fetches into a pair of Islands.
Into the Roil: This card seems like an odd fit. At best, it's a Cryptic that can't counter and can't tap the team. I would take this out completely.
Pact of Negation: You already play 3 -cost spells in the main, in Disrupting Shoal. This card (for the most part) prevents you from holding up counter magic on your next turn, or playing a spell on your next turn. You already play a ton of fair counterspells, this pair is overkill. I'd take 'em out.
Vedalken Shackles: I think this is more of a meta call, but I'm basing my evaluation of these cards in the vacuum that is the national meta of modern - which means that K-Command and Bolt probably are too good to play this card. But, again, I believe this is a meta call. As per the continuity of this comment, I would be taking these out.
Ensnaring Bridge: I know this is in your maybeboard, but I'm gonna squash this right now. This card is awful in a deck that wants 7 cards in hand at all times. Unless Pox / 8 Rack is the best deck in your meta, I wouldn't even consider this.
Okay, now to what I would add:
1 Vendilion Clique & 2 Wizard's Retort: These 3 go into the main to help out your Disrupting Shoals - you have few three drops without these. Playing a total of 11 Wizards makes a pair of Wizard's Retort pretty playable. For those reasons, these come in.
1 Repeal & 1 Unsubstantiate: Both of these cards are nuts. Unsub does double duty, being both a counterspell and an unsummon (and don't forget, you can use both of these cards on your own Snapcaster Mage to avoid a bolt or just flashback another card), while Repeal cantrips and sets your opponent back one turn. Try both of these out in the main, you won't be disappointed.
2/2 Psionic Blast: 2 in the Main, 2 in the Side. There's a reason that Jeskai Control is the best control deck in Modern right now - it can become a burn deck pretty easily. This is your answer to that. The two damage is negligible - considering you don't play shocks, it seems your life total will be pretty safe in the early game. As for playing a pair in the side, it's just a continuation of the burn gameplan. Thanks Durkle for throwing this out there.
Dismember could find a spot in the side, along with Surgical, but I would only take out some number of your Relic of Progenitus to do so. Maybe 2 Relic, 1 Surgical, 1 Dismember? It seems pretty meta dependent, but thought I'd bring it up. Okay, that's all I got for you. Hope I've been of some use. Cheers!
2 weeks ago
3 weeks ago
JohnnyCRO thanks for stopping by again! I'll try to cover all cards sooner or later and explain each of their places here; card picks are usually meta calls. I have 2 different metas and I try to adjust my decks to both of them so I don't have switch cards through my deck(s) very often.
Sensei's Divining Top - Perfectly aware of cards ability to draw my deck through infinite mana, in fact it happened once while I was testing Doomsday and I managed to win through this combo and Laboratory Maniac. I'm glad you put this out, I'll definitelly gonna mention it.
Unsubstantiate- I hate when things stay unanswered (read: Can't be countered) and this passes those things by. Can be another spot removal spell or a better counter, but for now it still has it's purpose.
Snap - Same as Unsubstantiate - can be a better removal, but the thing that it's free is good when I'm trying to answear things on oppenents exploding turn or even when I'm trying to go off on High Tide.
Mental Misstep - Currently here to answer several decks; as you know in our current meta there are only few decks that are so-so competitive and people have cheaper spells that give them advantage. Really a counterspell that fits my deck in way of answering top-deck tutor spells, mana rocks etc. For now it's staying in, but I do see it's upcoming cut in future.
Mind's Desire/Spectral Shift - Both currently in due to testing out already mentioned stuff. Mind's Desire really proved itself few times and I do really see this card in my deck (as you mentioned Remand - as soon as I get it it's going in here because I find it great paired with this card.) and Spectral Shift is just a test that I think it could work, but we're about to see.
Rhystic Study - The card is great, no doubt but I don't run it because I don't really get it's value which I hope for. Meta calls - people don't like me drawing cards as it leads my way upfront so they stop it (Read: Too many artifact/enchantment removal spells and I can't answear all).
Prismatic Lens - Might also try it out, but it's easier for me to get my right mana because I'm color less than for example Tasigur, so my current colorless artifacts either provide a safe turn mana sink, or they produce more than . Talisman is a better option in here
Mass removals - I find Cyclonic Rift being enough for now because people often answear each other board states and I get to save up my mana for threatning plays.
Spot removals - Definitelly gonna include few more.
3 weeks ago
This looks better than the last time. Not that the prior iteration was bad or anything, I just think you're going in the right direction. Now:
Sensei's Divining Top - top goes infinite with either of your infinite mana combos. Infinite as in it draws you your entire deck. After Isochron combo gives you infinite mana you can tap Top for draw, hold priority to activate DReversal via Isochron (paying , but since you have infinite...) and then when that resolves you tap Top again with previous top effect still on the stack. They both resolve, first one drawing a card ad putting Top on the top and the second one just drawing you Top you can replay (for , but, again, you have infinite). And with Rings combo you tap top for draw and copy the effect via Rings (paying while having infinite is insignificant). It's a neat interaction for when Oona is offline for any reason because you get a chance to draw a way to get her (back) online. So even though it's not a combo-centric card and would be included anyway, it would be nice for clarity if it got mentioned in the combo section of the writeup and if it got tagged as such in the deck.
Unsubstantiate - tag it as a counter too. The only excuse I can find for playing this over a simple Unsummon or Disperse as a removal is its countering clause. Additional counter that can hit uncounterable spells is something. It's no Remand, but with that price tag and soft removal clause one can't, and shouldn't, complain.
Mental Misstep - how relevant is it honestly? The way I see it, your (partially "our") meta is kinda slow so this one isn't as significant here.
Spectral Shift - this seems...cute. Too cute. I get the point of abusing Urborg, but IMHO it's jumping through some considerable hoops just to get more mana. Unless I'm missing something big or it's that good and consistent actually.
Long-Term Plans - you have plenty good tutors in here. This one is the slowest and I could see it getting out for something better.
Mind's Desire - I can see it having a fabulous ceiling, I played the card so I know, but its floor is awful and it won't get you back when you're behind. And even when it gets rolling, you're depending on luck for it to do anything. I think that your current combos are reliable enough to ditch it. But that's just me.
Snap - you be the judge on this one. Since you already have black I think you could afford more...permanent solutions to pest problems. But if its free casting is that valuable, by all means play it.
Prismatic Lens - take a look at this one. It's not much on its own, but considering you have many colorless rocks and that you only have 4 of those capable of creating infinite colored mana (Talisman pains you so it's technically not infinite but you don't need more than a few with Oona so it fills the bill). It's a card I came across recently and am seriously considering for my Tasigur so yea, you might find it appealing too.
Rhystic Study - get it pls xD
Yahenni's Expertise/Languish - these are neat mass removals that won't break the bank while they will get rid of most stuff from the board. Toxic Deluge or Damnation would be better of course, but I can see that their price tags might be a bit prohibitive so one of these 2 -/- wraths can do, at least for the time being.
1 month ago
Thanks for the suggestion! Unsubstantiate is definitely going to be in. I love these two creatures, but I prefer not to have key cards as creatures due to the amount of cheap removal and the extremely high chances of the opponent having one in their full hand. If there are no creatures these are dead cards :)
1 month ago
1 month ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.