Durkle Deckling

Hello. I play Magic the Gathering.

Below are the decks that I am playing currently. They're pretty swaggin'.

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Yeah that makes sense on the Dark Rituals I suppose. Keep in mind, any input that I have is hypothetical, I haven't actually played the deck myself. Still, I can't help but feel like having the option to just go balls-out with a turn 1 dreadnought seems too good to pass up. Not saying I'm definitely right, it's just a feeling. Besides, like I said, you don't have to just go for a ritual into an orb into a dreadnought every time. Going ritual into thoughtseize and hymn is another line, and is guaranteed to not million-for-one yourself.

Also, another argument for adding more fetches and possibly bauble that I realized after posting my comment: more fetches means more ways to trigger revolt on your fatal pushes.... Not that there are a ton of 3-4 mana creatures to worry about in the format, but still, having more options is always a good thing.

As far as sideboarding, this is a deck where I think slamming 4 Leylines would be best. Tormod's Crypt and Spellbomb don't actually STOP reanimator or dredge, they just slow them down a couple turns. Leylines stop them dead in their tracks. Also, it's extremely easy to board things out in those matchups to make room for 4 leylines. Especially push, which is underwhelming in both matchups. Decay can at least get a Animate Dead or something. Leylines also get a little better if you decide to add ritual since it becomes a little easier to cast if you end up drawing them.

I think the rest of the sideboard completely depends on the meta you're playing in. Green and Black give you a lot of options. Maelstrom Pulse is a good catch-all. Engineered Plague, Perish, Toxic Deluge, etc all seem good in a creature-heavy meta. Random things like Pithing Needle are probably good. Choke is savage against blue decks. Golgari Charm Is pretty versatile, as it can save all of your dudes, get rid of an opponent's problem permanent, or even kill all their little guys. Extra targetted hand disruption could be good. There's no shame in playing straight-up Duress, since you're probably not scared of their creatures anyway. Everyone's so hesitant to give duress any love because it looks like a budget option, but it's actually incredible most of the time. If you end up shaving any pushes/decays from the main, I'd probably put whatever you shaved into the side.

Not sure how helpful all that that actually is, but hopefully it at least gave you some ideas.

December 14, 2017 1:36 a.m.

Don't turn this deck into stiflenought. People are suggesting it because it's what they're familiar with, but this is a different deck. Also some may not realize this is a real deck that's actually put up some results. It is super fringe though obviously, and it hasn't been played in a long time.

Legacy version: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=39815

Vintage version: http://mtgtop8.com/event?e=17135&d=305975&f=VI

As far as what I think you should do, you need to be playing Dark Ritual. It's hands down the best card in the deck outside of the core cards. Your best plan in this deck is to T1 Ritual -> Orb / Mask -> Dreadnought. Alternatively, t1 Thoughtseize, t2 land, ritual, orb / mask, hunted horror / double dreadnought. I mean, even ritual, hymn, thoughtseize will put away a lot of games if you can follow it up.

I like a lot of the cards your playing, but I don't like the numbers. 4 abrupt decays is too many, especially for game 1. 4 pushes is probably excessive since you'll ideally be tramping over everything anyway. This doesnt seem like the best DRS deck, either. It functions much better in tempo-y decks, which this really isn't. I don't hate them entirely, but I think 2 or 3 would be better than 4. Also, you should be playing WAY more fetches to get them online. At least 7-8, with like 3-4 swamps and 1 forest since blood moon is somewhat prevalent these days.

I think you need a backup plan. Dreadnought and Horror both rely on you having a mask or orb, and most of the time you will. However, playing Tarmogoyf and being able to fall back on a grindier strategy if you can't stick an orb seems like a good idea. And then with tarmogoyf in the deck, I really like Mishra's Bauble in to help you filter a bit and to pump the goyf. Also gives you an idea of what your opponent could be drawing, which leads in to my next point, I think Cabal Therapy might be better than thoughtseize. Therapy is one of the hardest cards to resolve in the entire game, but it's also one of the most powerful if used correctly. You don't HAVE to flash it back for it to be useful, although having the option to flash it back seems good if it's the difference between your opponent going off or not. You can also use it to kill off confidants if your life gets low. It can single-handedly strip your opponents of Force of Will or Swords to Plowshares, whatever you think is the most likely to beat you in a given scenario, whereas Thoughtseize could still leave bombshells in their hand, and drains you life. Of course, the upside is that Thoughtseize will almost always take something whereas therapy could whiff, so you should just play whatever you prefer.

With all that said, I would run it like this:

  • 4 Dark Confidant
  • 4 Phyrexian Dreadnought
  • 4 Hunted Horror
  • 3 Tarmogoyf
  • 2 Deathrite Shaman
  • 4 Torpor Orb
  • 3 Illusionary Mask
  • 4 Mishras Bauble
  • 2 Abrupt Decay
  • 3 Fatal Push
  • 4 Cabal Therapy
  • 4 Hymn to Tourach
  • 4 Swamp
  • 1 Forest
  • 4 Verdant Catacomb
  • 3 Marsh Flats
  • 4 Bayou
  • 3 Wasteland

Of course, you should run it however you want. Just trying to offer some insight. The only thing I think you HAVE to find room for is Dark Ritual, the rest you should try and test for yourself. Best of luck dude!

December 13, 2017 1:54 a.m.

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Playing since 2011 Core Set
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