Curses **Primer**

Modern* Kelvin-escesare

SCORE: 70 | 28 COMMENTS | 7269 VIEWS | IN 27 FOLDERS


Adding more ramp dramatically improves consistency —Oct. 23, 2018

While they're not as good as Utopia Sprawl, Simian Spirit Guide and Gemstone Caverns make us more likely than not to cast turn 3 Curse of Misfortunes or Sphere of Safety. Playing these turn 3 is usually enough to win in Modern, whereas turn 4 is often too late. SSG and Caverns are better than additional copies of 2 or 3 mana enchantment ramp because we can't cast two of those before turn 3.

However, we can't play too many of these effects, otherwise we don't have enough enchantments for Sphere of Safety. For example, we cut Pentad Prisms because, while it can singlehandedly ramp to 5 on turn 3, it's actively terrible with Sphere. It's essentially card disadvantage compared to enchantment ramp and only breaks even with SSG.

CheapnFast says... #1

I know you would rather not play creatures in favor of more enchantments for the Sphere of Safety, but personally I would be willing to sacrifice that for a couple copies of Herald of the Pantheon because its "ramp" effect is more efficient than simply getting a single extra mana from a Trace of Abundance, for example. Does it just mess up the curve or is there another reason for not including the Herald?

August 22, 2018 11:40 a.m.

CheapnFast thanks for the suggestion! There are a number of reasons Trace is better than Herald.

Most importantly, a creatureless deck gets automatic card advantage because your opponents' obligatory Fatal Pushes and Path to Exiles are useless. Adding a creature to your deck is essentially a mulligan since it's the only target for removal. Second, like you said, Trace adds to the enchantment count for Sphere. Third, since we're usually playing one expensive spell a turn, Herald is rarely better. There are a total of ~8 cheap spells that have generic mana; we would need to play two of those for Herald to beat Trace. Finally, don't forget Trace also adds crucial colored mana because we're 3 colors splashing blue!

August 22, 2018 3:24 p.m.

CheapnFast says... #3

Those are all good reasons! Thank you for clarifying. As an aggro player traditionally I have definitely grown to hate Fatal Push and I think it is a big reason why creatureless decks like yours and Lantern control exists in Modern these days. I just wanted to hear the justification, and I suppose you do only have room for one spell per turn, so the two effects from the Herald and the Trace are equal now, thanks.

August 22, 2018 4:46 p.m.

CheapnFast says... #4

By the way I really like this deck, forgot to mention that. I always thought curses were cool.

August 22, 2018 4:46 p.m.

Lord_Khaine says... #5

Upvoted because I love enchantments being used in this manner.

September 6, 2018 8:59 p.m.

Thanks for the interest!

September 7, 2018 noon

vorpalaxe says... #7

Miasmic Mummy, vorpalaxe this works very well against my black deck before sideboard. gg

September 16, 2018 midnight

Demarge says... #8

hmm I've been trying to think of how I could jam my favorite old combo of Possibility Storm and Curse of Exhaustion in modern, this might work out.

Has Open the Vaults been considered?

October 4, 2018 2:33 a.m.

Hey thanks for the suggestion. What would Open the Vaults do for this deck though? The only payoffs are Search for Azcanta  Flip and Kruphix's Insight.

If you want to play it, you could build a Search, Kruphix, Commune with the Gods, Starfield of Nyx deck, like Seth's Starfield Paradox. But don't play Paradox because it's terrible.

October 5, 2018 10:10 p.m.

If you want to play the Possibility Storm + Curse of Exhaustion combo, you could try Knowledge Pool/Possibility Storm + Curse of Exhaustion/Teferi, Mage of Zhalfir, giving you 8 copies of each combo piece.

Again the key is to focus on doing one thing. The more combos you put into a deck, the less likely you'll draw any of them, so it's just better to play fewer.

October 5, 2018 10:13 p.m.