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Replace Servo Exhibition with Expose Evil. You're not going to win with a Servo beatdown which means those Servos are just going to chump-block when you're not using them as targets for Indomitable Creativity, so why not tap down your opponent's attackers instead of letting them swing in the first place?
February 16, 2017 8:57 p.m.
Seems pretty solid. I'm a little concerned about your creature-to-pump-spell ratio (you could easily end up with a hand of pump spells and no creatures), but give it some tests and see how it feels. Heroic Intervention is the first thing you should consider moving to the sideboard in place of more creatures. It's a good spell but only really worth playing if your opponent is running Fumigate.
February 16, 2017 8:34 p.m.
With Lightning Storm instead of Seismic Assault and some taplands (Highland Lake, Swiftwater Cliffs, and Izzet Guildgate should do the trick) in place of 12 basic lands, this deck can actually hit a turn-3 kill: Turn 1 tapland, turn 2 Tower + Hunt, Turn 3 Mountain + Lightning Storm. This even allows the deck to play around counterspells by waiting for your opponent to tap out, and it maintains the super-low budget.
February 16, 2017 2:52 p.m.
Did you mean to submit this as a Modern deck? Because most of the cards aren't Standard-legal.
February 15, 2017 7:21 p.m.
Bane is a scary-looking uncommon, but you're not going to get to 7 lands very quickly at all when your deck only has 20 lands in total. That said, it's hard to give advice for casual decks since it depends heavily on what your friends are playing. If their decks are all super-slow, it might be fine.
February 15, 2017 8:19 a.m.
Standard is just the last 2-ish years of cards, from Battle for Zendikar up through Aether Revolt at the moment. Those two cards are from before that. That's fine if you're just playing with your friends and they don't care, but your deck isn't a Standard deck, as you've labeled it.
February 15, 2017 7:55 a.m.
Ghostly Prison seems like it would be a good addition to the deck.
February 14, 2017 4:16 p.m.
I tried the Trafficker out in earlier iterations but it didn't really work with the deck. You have to play too far off curve, for starters, but the bigger issue is that Trafficker works best in a dedicated aristocrats deck, whereas this is intended to be an Aetherborn value deck that happens to have an aristocrat sub-theme.
February 14, 2017 1:01 p.m.
February 14, 2017 11:14 a.m.
Also, you're describing a five-card combo in a deck that can only dig for one of its combo pieces, and the deck has no secondary win condition and very little interaction with your opponent's board. This isn't going to work very well the vast majority of the time, so if you decide to play this, you need to go in knowing that it's probably only going to come together once ever, if that.
February 12, 2017 10:02 p.m.
None of this is Standard-legal except for your Islands. Did you mean to post this as Modern deck?
February 12, 2017 9:55 p.m.
Lightning Runner isn't even really constructed-playable in Standard, much less Modern.
More generally, this deck is closer to Standard than it is to Modern. The Energy cards obviously have to come from Kaladesh, but the overall card quality isn't high enough to stand up to a typical Modern deck. Also, you need to consolidate your cards, aiming for 3- and 4-ofs rather than almost exclusively 1- and 2-ofs.
I would recommend starting out by taking some cards from Affinity (https://www.mtggoldfish.com/archetype/modern-affinity-8972#paper), many of which aren't actually very expensive. Memnite, Signal Pest, and Vault Skirge are great inclusions (Signal Pest in particular) without breaking the bank. Thoughtcast is similarly helpful, Cranial Plating does everything you want, and Darksteel Citadel is a great way to get artifacts out quickly with a low opportunity cost.
All of the following creatures are way too slow for Modern, so you should cut them: Embraal Gear-Smasher (your opponent will just Bolt it), Lightning Runner (too fragile for its cost), Separatist Voidmage (plus doesn't have any synergy with your deck), and Watchful Automaton (you'll have enough card draw with Thoughtcast and Thopter Spy Network that Scrying isn't necessary).
Also cut Consulate Turret, Jayemdae Tome, Mobile Garrison (you don't have any big creatures so untapping one to keep as a blocker isn't helpful), and Renegade Map (you're a two-color deck so you don't need fixing. Even Swiftwater Cliffs, Izzet Boilerworks, and/or Shivan Reef should be sufficient mana-fixing for a budget deck without having to spend spells on it.
For your Instants, I'm not convinced Metallic Rebuke is better than good 'ol Mana Leak. You can potentially cast it for just 1 mana, but that requires you to leave artifacts untapped and this deck's artifacts are mostly artifact creatures.
February 12, 2017 9 a.m.
The main deck looks pretty solid. Very consistent. I'd kinda like to fit Bomat Courier in there (it can be really great card draw in the right circumstances) but all in all, what you have here is good.
Your sideboard could use some work, though. Avacyn's Judgment is pretty bad since most of your discard outlets are expensive and clunky, eating into the damage it can deal. Give Fall of the Titans a try instead. Ditch Consulate Turret (it's much too slow) and slip some Release the Gremlins in there; with all these 4-or-more-toughness vehicle decks running around, you need a way to take them out cleanly, and Release the Gremlins is the cleanest way to do it in Red.
February 11, 2017 12:49 a.m.
Alright well, it sounds like we've had different experiences with the ol' Shepherd. My issue with him wasn't so much sitting on the mana but sitting on the mana on top of having to re-cast the spirits. Your hand ends up clogged while your spirits miss attack steps. If he works for you, though, great.
February 10, 2017 12:26 p.m.
I really don't agree with the white splash, not when you have access to Moonlight Hunt (to say nothing Red's bevy of premium removal spells). Werewolves are a hyper-aggressive tribe. You need to focus on forcing your opponent to play on the backfoot, so they don't even feel like they can attack safely. Splitting your focus like this takes power directly from your strengths and shores up a weakness that shouldn't even matter.
As for Waxing Moon, well, I've personally found it underwhelming. A turn 1 Kessig Prowler Flip into a turn 2 Sinuous Predator Flip can be awfully difficult for some decks to deal with, but later in the game you could just spend mana, and it interacts poorly with your Shadows werewolves (except for Ulrich). Plus even that first play leaves you vulnerable to getting two-for-one'd against a Fatal Push or Grasp of Darkness. That said, this is less of a problem than splashing for Blessed Alliance so if you like it, go ahead and stick with it for now.
In any case, Blossoming Defense is an absolute must for this deck. You're hyper-vulnerable to spot removal.
February 9, 2017 10:13 p.m.
Call for Unity is waaaay too slow. Spirits don't have the stats to stand up to lategame threats and a conditional anthem effect starting on turn 6 isn't going to cut it; frankly, I'm not even sure Always Watching is fast enough. Spectral Shepherd is also too slow; you really can't afford to sit on 2 mana evern turn just to fizzle removal. Jace, Unraveler of Secrets also seems suspect to me, considering how much difficulty you'll have protecting him.
I've found Borrowed Grace to be a great game-ender in this sort of deck. Fill the air with tiny, evasive threats, then slam in and blow your opponent out in one big swing.
February 9, 2017 6:18 p.m.
You're very welcome!
The thing about playing an aggro deck is that you're racing your opponent's mana, not their hand. A Kujar Seedsculptor could be a pretty annoying blocker for a turn, but Red and Black have so much removal in both efficient and unrestricted varieties that dealing with it really isn't that difficult. If you removed it from their hand, though, they'd just play a Terrain Elemental instead and you'd be right back where you started.
Collective Brutality might actually make sense as a sideboard card to deal with sweepers (a turn-4 Yahenni's Expertise could be really bad for this deck, and your opponent probably doesn't have two in hand right then), but at about $8 a card, it's pretty darn expensive, and I'm not sure that sweepers are common enough in this Standard to justify the inclusion.
February 8, 2017 8:31 p.m.
I'm a big fan of vampire Madness decks (the list I run is here: http://tappedout.net/mtg-decks/malkavian-vampires/). I've found the most important three things for this kind of deck are:
Aggression. You're going to empty your hand very quickly so you need to close out the game before that becomes a problem.
Balance. A good Madness deck plays a balanced mix of Madness cards and discard outlets. Too much Madness and you can't cast all your cards for their reduced costs, too much discard and you run out of fuel.
Cheap discard outlets. You really need to focus on discard outlets that don't further tax your mana because the less expensive your discard outlets, the more impactful the cost reduction will be. 3 mana is far too much, 2 mana is usually too much as well, and even 1 mana will lead to awkward turns. 0-cost discard outlets are far and away the best, especially if they're repeatable.
To that end, your deck has a few issues. You're running too much control and not enough aggro, you have way too many discard outlets, and your discard outlets are too expensive. Here are my suggestions:
1x Cryptbreaker: Useless. 1B activation is too much for too little, and you'll never get to use the card draw in any reasonable game.
2x Twins of Maurer Estate: This card is a trap. A 3/5 for 2B sounds phenomenal, and it is, but it just isn't aggressive enough for this deck. You need more than a vanilla 3 power to justify sinking 3 mana into a creature.
Transgress the Mind, Harsh Scrutiny, _Mind Rot, Pick the Brain: Some combination of these cards could be great for a control deck, but you really don't want the game to last into the lategame. Maybe I could see a few copies of one of them as a sideboard option, but don't waste time attacking your opponent's hand when you could be going for their throat instead.
1x Stensia Masquerade: A strong enchantment, but you don't want it gumming up your hand.
Move to Sideboard:
2x Ruinous Path: There are better options for main-deck removal for Vampire decks.
2x Murder: Red removal should suffice for most matchups. Murder is too expensive to include in the main deck. I'd honestly prefer some other removal spell entirely, but Murder isn't that bad of a choice.
That gives us back 18 cards. Here's how I'd suggest spending them:
1x Fiery Temper: This is a near-perfect Madness card. I'd run 12 if that were an option. Run the full playset and don't look back.
4x Heir of Falkenrath: Another near-perfect card for this deck. It looks unimpressive at first, I know, but think of it as a 3/2 flyer for 1B that will let you cast a spell later for less mana and with Flash. Very flexible, very aggressive, very efficient, this card is a champion.
4x Falkenrath Gorger: It's a 2/1 for R, so already you want it. The ability is pretty great too. Turn 1 Gorger, turn 2 Heir, turn 3 flip your Heir by discarding a second Heir, then flip that Heir with a Fiery Temper and suddenly your opponent is staring down the barrel of 8 power by turn 4, 6 of it flying, with their turn-3 creature in the graveyard.
3x Stromkirk Condemned or Olivia's Dragoon: You need a repeatable, instant-speed, 0-mana discard outlet, and one of these will fit the bill. Just 3 of either should be fine (they're less useful in multiples). I prefer Condemned, but Dragoon is easier to cast, so I'll leave the choice between them to you.
3x Lightning Axe: 5 damage kills almost everything in the format, plus it's a pretty good discard outlet to boot. It's not even that bad of a top-deck in the rare game that somehow goes long since you can cast it for 5R without discarding a second card.
2x Bloodhall Priest: A great beater for your top-end. This can make combat math very complicated for your opponent once you're empty-handed.
1x Uncaged Fury: A bit of spike damage to finish off games.
That's just me spitballing. I'd encourage you to mix things around and see what works best in playtesting.
February 8, 2017 7:19 p.m.
Yeah, we're a bit strapped for quality wizards right now. Manic Scribe is useless (this deck is better at beatdown than mill anyway), Reckless Scholar doesn't bring enough to the table, and Exultant Cultist is pretty awful too since you don't really want your wizards dying. Gisa and Geralf also doesn't do anything even in UB since there's no room for zombies.
My deck has been trying to make Halimar Tidecaller work, with Scatter to the Winds and Ruinous Path as the Awaken cards. It's a little clunky sometimes but recurring a counterspell is so good. This doesn't work very well in Red, though, since Red's Awaken card (Boiling Earth) is pretty terrible and Blue doesn't have any other Awaken cards worth running in this deck.
February 8, 2017 11:40 a.m.
Thanks for the comment! I really appreciate it. I do have to say, taking down $1000 decks with $50 jank is intensely satisfying, particularly since this deck's win condition is good ol' fashioned beatdown with a bunch of frail flyers.
I've had my eye on Mistbind Clique for a while now (it'd slot nicely into Latchkey Faerie's place) but that $9 pricetag is just a big too steep for me, particularly since I don't have any friends who play Modern in paper. I haven't really given Vendilion Clique much thought since it's so far outside of my price range but I'll keep an eye out for it in other people's trade binders.
February 8, 2017 10:34 a.m.
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