Iceberg!

Legacy* brokenshakles

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2017 Modern Probe banning. —Jan. 13, 2017

Hey everyone! Probe has been banned, and now that I have thought about it a bit, I think this actually leaves the deck stronger in the meta, as Peek works just about as well in this deck (it may even work slightly better, I haven't played enough to make a determination yet), but the effect of the Probe and Troll ban on top of the introduction of Fatal Push means the entire Modern meta has slowed down by a turn, which is more than enough compensation for the loss of probe in this deck. The deck is all instants on the non-permanent end now, so its at the maximally reactive state I have wanted it to be at for some time. Fatal Push also means that 5-mana creatures are now way more playable, I'm looking forward to 2017.

megonia says... #1

Serum Visions and some more mana efficient cards

December 30, 2016 8:05 p.m.

brokenshakles says... #2

Serum Visions works better in combo, this is draw-go control with efficient beats (50% of the deck is 2 cmc, and I'm running some of the most mana efficient and flexible instants in the format). One drop draw is satisfied by Probe and Whispers, and 80% of the other instants are cantrips as well. Futhermore, the preponderance of 3-ofs in the deck mean that good filtering is essential, and its difficult to find better in Modern than Anticipate. I don't see how the curve could get more efficient than it already is given the color and tribe constraints. (Blue/Wizard/Horror).

December 31, 2016 9:51 a.m.

megonia says... #3

Whispers is just good if you have 6 mana '(in modern!) and you dont have to pay mana to cast probe (but you can )otherwise it would be unplayable Serum Visions is just to good to not play it is never a bad card and smooths out your draws You have to play Ancestral Vision since youre rarely (unless its turn one where you wouldnt have interaction) tapping out for it and it draws you 3 cards for one mana

December 31, 2016 10:48 a.m.

brokenshakles says... #4

Well, the bit about Probe is obvious, 2 life for a draw is still an astoundingly good deal. adding in the peek on top makes it for a a control deck. Serum Visions may be cheap, but in Draw-Go when you pay is actually more important than the efficiency of the cmc, for instance, casting it on turn 2 precludes the Remand-TimeWalk trick, whereas Anticipate can be cast if the opposition decides to not make a move, being able to play consistently at the end of your opponents turn is a huge advantage, and its the only reason Serum is not currently banned. Honestly, I'm in agreement with Wizards that digging for 3 for a single U at any speed is always going to be too good of a deal, so I don't really want to grow dependent on something that's likely to be ban-fodder. Not playing it also reduces the chance of a banning, as that's a big indicator for that, so that people who like the card more than I do can have a greater chance of continuing to enjoy it. A Draw-Go deck is built around lengthening the game, so in Modern with a deck like this you can consistently add +3 turns to average game length, with makes 5 and 6 mana deep pools possible. Add in the large number of cantrips and you are going to be consistently making land drops 1 - 6 on the first 6 turns about 85% of the time if you can cantrip on average 4 times per game. My local game shop is not a den of Pro-Players, so I don't need a AAA deck to do well, and I probably wouldn't be half as popular there if I did.

Furthermore, if the average Modern game doesn't last long enough to get 6 lands out, how would I expect it to last the 4 turns required for an Ancestral Visions to go off? I would rather pay slightly more cmc for instant speed effects that are similarly efficacious. Also, at a 4 turn countdown, Ancestral Visions really only pulls an average of 1 extra card per turn, same as Whispers of the Muse, but Whispers doesn't tie up a drop of blue at the beginning of the turn and can draw more cards in total. It also doesn't cost 40$ each. The only real advantage to Ancestral Visions is that it's payout is really front loaded compared to Whispers and multiple copies can run concurrently at low cost. Once again, this makes it ideal for Combo Decks looking for specific pieces that show up x number of phases/turns from now, and not a control deck looking for ANY answer from a list of many, to be made available immediately.

Please understand that I own a playset of Serum Visions, and have played the deck with them quite a bit, and I have played the same deck with Anticipate, and the deck works better with the latter over a large number of games. Being able to choose from the top three cards is a huge advantage compared to having to take the top and filter the next two in Draw-Go. To say a card is "always better" is really not true, its highly dependent on the deck it lives in, and the parameters that the decks strategy requires. I need my spells to do things at the end of my opponents turn, or for an optional cost other than mana. Casting during my turn is solely for putting down creatures that don't have flash. The entire play strategy hinges on this being true.

December 31, 2016 12:13 p.m.