Seasons' Approach: How the seasons go by...

Modern seshiro_of_the_orochi

SCORE: 27 | 52 COMMENTS | 2743 VIEWS | IN 9 FOLDERS


Changed description, new cards and new maybes —July 12, 2018

Changed large parts of the description, added many cards to the maybeboard and did some changes to the main, hopefully increasing chances against burn.

Prehcise says... #1

I would suggest adding more card draw to the mix, even with ways to get cards back from the graveyard, you can still stall. Also, with such high cmc, I would add in more ramp/creatures that tap for mana. Your cmc average is 3.66. For most decks to be viable, you must have that number down to around 2-2.5. You can't be a sitting duck waiting for your mana. Also, a re you keeping this standard or anything goes?

July 9, 2018 11:07 p.m.

Prehcise: the deck is basically anything goes, but i tend to keep it modern-legal (though i propably wouldn't stand a chance there). The deck is made to stall a lot, but card draw sounds interesting. Any cards in particular you would suggest adding?

July 9, 2018 11:50 p.m.

Prehcise says... #3

3-4 Howling Mind could be a good addition to this.

July 11, 2018 3:36 a.m.

Prehcise says... #4

Also, you should add a couple more creatures, and a little more target removal. To get that far for these big spells you need to keep the board clear. Path to Exile Day of Judgment Fatal Push Abrupt Decay to mention a few. What is your budget like?

July 11, 2018 3:44 a.m.

Prehcise: budget isn't that much of a thing, i just don't like to spend like 10 bucks or more for a playset. That's the reason i tend to come up with rather creative ideas. Your suggestions definitely are great cards. The three spot removals are pretty expensive, but all of them would be great additions.

The "problem" is that seasons past demands many different cmcs, so going all in on cmc1-removal could actually make the deck worse. The fogs proved to be a good way of getting through the early game without needing too many cheap spells.

I only just removed two DoJ to add in more Settle the Wreckage. Which would you consider better here? Also, after you suggested adding more ramp, I included three copies of Gift of Paradise as it solves two big problems of the deck: I need a lot of mana, and I need to survive long enough to get rolling. In combination with my ten fogs and the three Blessed Alliance, this might even give me a better chance against aggro and burn.

Regarding creatures: Which ones do you think could be a good fit? As the deck is now, it basically plays not a single creature as Greater Sandwurm basically just is a draw spell that i can choose for cmc7 with seasons past. The creatures I'd add would have to grant instant value, as they'll catch the first removal my opponents have. An advantage of playing no creatures is that big parts of many decks become dead due to having no targets for spot removal.

Thanks a lot for the comment. I'd love to hear your opinion on what I wrote.

July 11, 2018 4:21 a.m.

Prehcise says... #6

Yeah, I can see what you mean, having too many of the same cost cards could make it much worse of a play.

Card draw: Harmonize Abundance Hermit Druid is good for draw plus it can get you the cards you need in the graveyard. Wall of Blossoms Carven Caryatid Yavimaya Elder Seedguide Ash can help you get that mana and provide a little defense and beatdown. Garruk, Primal Hunter -good for draw and expendable creatures. Fertile Ground is a cheap alternative to gift. Some more removal: Putrefy is 3mc removal. Beast Within Hero's Downfall Cyclonic Rift Oblivion Ring Creatures that can make an impact: Carnage Tyrant Cataclysmic Gearhulk Primeval Titan Rampaging Baloths Blightsteel Colossus anything that is gonna make a huge impact when they hit the board and win the game if they stick around for a couple turns. Also, Tooth and Nail could be a good addition.

July 11, 2018 4:06 p.m.