Land — Island Swamp
(: Add or to your mana pool.)
As Watery Grave enters the battlefield, you may pay 2 life. If you don't, Watery Grave enters the battlefield tapped.
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Watery Grave Discussion
11 hours ago
Stoneblade (more specifically deathblade) is my favorite deck in magic. I've been picking up pieces for it for awhile now, but I'm a college student and I've seen too many posts about people selling collections to pay bills that I don't want to invest in anything like duals or force of wills. I'm totally down for trading for them over a long period of time, but I don't want to buy them.
That said, I still want to participate in weekly LGS legacy tournaments if I can. I have no intentions of winning much, but I would like to take a few games a night. Oh yeah, and I'm super stubborn and insisting on playing a deck with Stoneforge Mystic and probably a blue deck at that, since I own Snapcaster Mage and fetches already. I can spend a little bit acquiring pieces to complete a list, but nothing like forces, duals, jace, and preferably not true-name namesis, though trading for one of those or a Karakas is a possibility, though unlikely.
Here's my current attempt at a decklist. Any advice for the deck would be much appreciated. The idea is Misdirection instead of Force of Will and a lot of awful fetching. I expect to fold to eldrazi and probably burn, but win vs death and taxes and give delver a run for their money. No jace makes beating BUG pretty tough, but not impossible.
Here are relevant cards I own: Show
- 4x Polluted Delta
- 4x Bloodstained Mire
- 1x Watery Grave
- 2x Creeping Tar Pit
- Relatively, shocks aren't that expensive so I can get Hallowed Fountain and Godless Shrine easily enough. Same for Flooded Strand.
Control, cantrips, and removal:
- 4x Brainstorm
- 4x Ponder
- 4x Swords to Plowshares
- 2x Engineered Explosives
- 1x Supreme Verdict
- 2x Thoughtseize
- 2x Spell Pierce
- 1x Counterspell
- 2x Misdirection
And anything in Rocket Science (my modern deck).
1 week ago
1 week ago
1 week ago
Well, hello there.
I see you're running esper control, and I fucking love it. But we need to discuss some points here. This may be a little long, though I'm sure it will clear up some aspects of esper deckbuilding.
- Manabase. Manabase is the crucial point for ANY three-color deck, and especially when we're talking esper, where you'll want to play cards with very color-specific mana costs (e.g. Cryptic Command, Esper Charm, Detention Sphere, Damnation and Supreme Verdict) you need to make sure you have fast access to these colors. In the right order. In the right time. And you really can't assure that using so many taplands. You have literally 0 lands that generate mana in the turn they get on the battlefield. If I had to warn you about one thing only, it would surely be: work your manabase. Right now, I believe the cheapest fetch land is Flooded Strand. With that you have access to get any Godless Shrine, Watery Grave or Hallowed Fountain straight outta the middle of your deck and fixing you really good. For a price, of course, but trust me, 3 lifepoints aren't so much when compared to the benefit of fast manafixing.
- Wincons. Your deck depends on either flipping Thing in the Ice Flip or Luminarch Ascension to win the game. That's not a problem. Spotred has a very awesome deck that wins the game with Myth Realized and that's the coolest thing ever. The problem is you're not moving toward your wincons. Banisher Priest in the same list as Thing in the Ice Flip is horribly bad. And AEtherling, well... Whenever I see and AEtherling I remember a comment I made on Jwillette72's Don't wake horror! (Sung like Don't Wake Daddy), read the comments if you want it, might clear up some stuff too. Basically, Aetherling is awesome and I love the card, but it costs waaaaaaaaaay to much mana and doesn't win you the game. You might as well be dying by turn 6, then you draw one of these guys, cast it and... well, you're still losing the game. As a 6-drop, I'm a great fan of Elspeth, Sun's Champion. She generates a lot of board presence, and if your opponent doesn't handle her in time, she wins the match on her own.
- Strategy. Building esper is hard because there are awesome midrange oriented cards such as Lingering Souls and Geist of Saint Traft, at the same time you have the two best removals in modern Path to Exile and Fatal Push (which should probably replace your 3 copies of Anguished Unmaking for. This card is horribly painful and certainly not better than Path, Push or Sphere), and even counterspells. (friendly reminder: Counterspell is not modern legal). This brings us to some hard dillemas: building a draw-go strategy or a midrange strategy? I play esper draw-go, check my list if you want it: Esper. The main advantage of this list is that you don't really need to play in your turn, and if your opponents don't show anything you need to handle, you have 4 copies of Think Twice for generating an insane amount of card advantage. The midrange strategy is also very consistent, so it's up to you to choose. The main point is: choose one. Not defining what your deck does or how you should play it is very often the biggest mistake by esper players, because you end up with a half-breed of two decks that does literally nothing dues to its lack of strategical consistency.
- Counterspells. Well, this is blue, right? We need to talk about it. Right now, you're using two Counterspells. Since they're not legal, you're probably replacing them by Mana Leak (don't use Cancel. Cancel is bad). There are a few options of good counter magic in Modern right now: Spell Snare, Dispel, Negate, Spell Pierce, Cryptic Command and Remand are probably the best ones, but Remand isn't exactly a counterspell. The point of counter spells is to assure that they cover up your enemies cards. So if your local game store has too many players using creature-based decks, Negate is probably a bad choice. If you have a lot of Jund and Affinity, Spell Snare is a bomb. And so goes, but I believe this sort of analysis is up to you. Just the keep on with the low converted mana cost spells. This is important. And keep the Vendilion Cliques. They're abusively good in any blue control deck.
- Suggestions. I read your comment about Dark Confidant and you don't really need him if you have blue mana. Bob is only good in jund or abzan builds, where you don't have card advantage generators. Snapcaster Mage goes really good here, and I believe he is one of the most interesting cards in all MTG history in terms of gameplay. Sometimes, going off a color might be interesting too. Lately, I took off black and started playing this TrUWe Control, and hell, this is fun. Although, if you really want to keep esper, I strongly suggest using more Esper Charms and Fatal Push. This cards push the esper into a whole new level of control. Lingering Souls is also very consistent in modern right now. There's a small part of the esper fans using Mystical Teachings lately... I don't really like it, but give it a try if you want it.
I hope I helped. I don't really intend to diss your deckbuilding skills or anything alike. I just like to show new control players the ideas other control players shared with me in all these years. If you want to discuss more about esper colors or controls strategies, please feel free to add me.
Anyhow, good deck! Keep it up! +1
2 weeks ago
Lots of text coming up, so get ready!
Regarding your additions:
Blood Rites and Goblin Bombardment: great in 1v1, but I think it might be a bit too all-in in multiplayer. let's discuss!
Bonfire: I don't like that it affects only one player. Very mean. Let's find a niceer alternative.
Grim Haruspex: This is a great inclusion I think. Very glad to have it in the cube :)
- Wooded Foothills
- Windswept Heath
- Bloodstained Mire
- Polluted Delta
- Flooded Strand
- Misty Rainforest
- Scalding Tarn
- Marsh Flats
- Arid Mesa
- Verdant Catacombs
- Hallowed Fountain
- Overgrown Tomb
- Steam Vents
- Sacred Foundry
- Temple Garden
- Godless Shrine
- Breeding Pool
- Watery Grave
- Blood Crypt
- Stomping Ground
Fetches means some new additions:
- Deathrite Shaman (synergizes with several archetypes, obvious inclusion)
- Aven Mindcensor
- Stifle (Im not super sold on this, but I thought we should include it anyway)
- Ob Nixilis, Unshackled
- Blood Moon
- Price of Progress
And just some fun stuff:
- Pyromancer's Goggles (cool in Izzet, but maybe too narrow)
- Lingering Souls (just value, good in many archetypes)
- Fork (worth it? Well have to see what the spells end up looking like)
- Reverberate (see above)
- Commandeer (this is probably better than fork/reverberate, but who knows)
- Misdirection (see above)
- Combat Celebrant (Im more curious about this card than anything else)
- Insult to Injury (great in token swarm and gruul beats)
- Never//Return (one-for-one removal isnt great, but the additional value could be good)
- Cut to Ribbons (kinda just want to try this)
- Garruk Relentless Flip (very good in Golgari sacrifice)
I think Im pretty high on these split/modal cards. I want to use them just because theyre new, but I also I think that multi-use cards like these could be interesting because of minimized card disadvantage. What do you think?
Regarding lands: we should figure out which we want to cut. Obviously the guildgates are bad maybe we give scrylands instead? I think the tri-lands should go to reduce the amount of 4-c decks in each pod. It looks like the format will be durdly enough as it is. Speaking of durdling
I know youre not going to like this, but I think we might have to add more ways to speed up the game. I dont really want to see a format where defensive posture is the standard. Right now we have goad and rakdos to force action, but if we end up needing more I do recommend adding monarch (or something else if you have a better idea). Basically, I dont want non-red pods to play the game without pressure, so whatever we do to mitigate that risk is good for me
2 weeks ago
So I finally revised my version, and I used many similar card selections, but with a few key differences. So for starters, I completed skipped Snapcaster Mage. I completely understand why you are running him, and I see the huge value in the graveyard recursion, however, I think that the deck runs enough counter and removal in the main to nullify the need for him. Mind you, giving your spells double duty from the graveyard is a fantastic ability, but I feel that there is enough raw resources in the main to balance out not running him. Also, it feels like it slightly goes against the flavor of faeries. I suppose my question is this: "How integral is 'Snappy' to your win ratio? Are you able to win without him or does he make the path to victory much more achievable?"
That being said, I opted to stick with 2 Scion of Oonas. While this one is not as cost efficient as Snapcaster Mage is, the ability to protect Bitterblossom as well as fizzle removal spells seems more important, and it does stay within the realm of faerie flavor. Additionally, if I am able to resolve 2 Scion of Oonas, the only thing I am susceptible then is board wipes, which the counterspell suite covers for the most part. I realize that this is more the "flavor" vs function argument, but I would love to hear your thoughts about it.
The last difference in creatures is that I am running the third Mistbind Clique, I am on the fence about which Clique is the better choice, but I tend to like how Mistbind Clique can shut my opponent down for their turn and my turn to get out my non-flash and sorcery cards. I feel like it offers slightly better value in the late game for holding the field against other midrange/control style decks.
I used a similar singleton option for removal/counterspells, except I choose to run 2 Spell Snare as it hits almost all that we want it to hit, and a lot of folks see a single dual land or island and don't tend to worry to much about counterspells. I am considering running Logic Knot in there instead, since I am dumping a lot of stuff to the graveyard, Logic Knot just seems like an obvious choice as a safety net counter that I can set the price to. Actually, I would love to hear your thoughts on Logic Knot, obviously I wouldn't consider more than a single copy or two, but given the fact that we have a graveyard that isn't be utilized (in your case, you have Snapcaster but there can potentially be a fair amount of delve to use).
I also chose to lower the amount of hand disruption down, so I am running 2 Collective Brutality (props to you for the idea), 1 Inquisition of Kozilek, and 2 Thoughtseize. This is flexible, as you can swap the number of IoK with Seizes depending on meta and style. I opted for these choices as Thoughtseize seems to have a wider net to hit all the things, whereas IoK is great, but does have its limits. Additionally, the Collective Brutality can offset the excessive damage of the Thoughtseizes if necessary.
On the subject of life loss, I am running Batterskull. I considered the Sword of Light and Shadow, but it was only on successful damage swings, whereas the Batterskull worked even when I blocked. Yes, the cost difference is higher, but Batterskull did offer built in protection. I try not to rely on this, but I find the longer the game goes, the more the life loss becomes important. Since I am already adding to that with Bitterblossoms, Polluted Deltas, Thoughtseizes, and Watery Grave, I figure that the mitigation of some of life loss isn't a bad thing.
Additionally, the last big difference goes into the sideboard, where I am running 2 Leyline of the Void, but I submit that this is more of a meta driven selection, due to the high number of dredge players.
Overall, I'd love to hear your feedback on my revisions, you can link to the deck if you'd like, Faerie Dust is a Hard Drug v2.0 credit is given to you for the original build concept. Thanks again for taking the time. I look forward to any feedback you might be able to provide. Thanks in advance, again for both your consideration and your time.
3 weeks ago
Hey there! I love the idea of your deck, and have a couple of suggestions:
- Given your Surgical Extractions and Damnations in the sideboard, I'd guess you can afford Cryptic Commands, which I'd highly recommend getting. It's just such a great card, and much better than Silumgar's Command.
- Wurmcoil Engine is much better than Scuttling Doom Engine.
- Another Blightsteel Colossus is much better than Darksteel Colossus.
- Skull of Orm is just too slow. Very few people run enchantment removal anyways, so it'll be a dead card most of the time.
- I'd recommend a shock/fetch manabase with Polluted Deltas and Watery Graves.
While I understand that my suggestions are expensive, I really think they'll make your deck much better. Hope I helped!