Jerkoid Deckling

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Could Endless Whispers be a consideration? It works against a couple of your cards, like Vengeful Pharaoh, but since you're running relatively low-impact creatures it should benefit you more than others. It also gives you a chance to recur your own stuff before the end of your turn so opponents get no benefit.

March 16, 2017 10:44 p.m.

Said on B/R Vampires...


Looks fun. On first glance, have too many discard outlets.

March 16, 2017 2:20 p.m.

Said on Seismic Swans...


A version of this with 42 lands, Treasure Hunt, and a bunch of random fun-ofs won a regional modern tournament recently.


March 16, 2017 1:43 a.m.

I think there absolutely exist cards that are outright better in any situation. I've got a couple criteria for a good card:

  1. Cost. Of course, this is important. There is a reason Doom Blade is so much better than Murder.

  2. Power. As in overall strength of the card. Easier to see in creatures; a strong creature has power/toughness equal to its cost, a very strong one has P/T higher. It's harder to see with non-creatures, but a powerful card is one with a powerful effect.

  3. Threat. Can the creature end the game really fast if left unchecked? Does this enchantment give me an inevitable win if it stays on the field for long enough? Would this combat trick completely upset the board state in my favor? Good cards need to have an immediate effect on their own. Even the slow ones should force your opponent to change their plans to deal with them.

  4. Resource control. Does the card get you access to other cards, or to the correct cards? Or, does it give you an edge in terms of resources over your opponent? Examples include card draw, scry effects, loot effects, land ramp, and 2-for-1 removal like Bile Blight or creatures packaged with removal like Polukranos, World Eater.

  5. Flexibility. If the card can deal with multiple situations, or deals with a wide range of threats, it's better. Ultimate Price is better than Doom Blade because it hits more creatures. The card is also better if it can deal with multiple board states: stalled, winning, losing, etc.

  6. Empowerment. How well does it enable other powerful cards or mechanics? This is especially important for cards that could potentially combo. Example: Second Sunrise, which is outright useless in everything but Eternal formats, where it's the backbone of the Eggs deck. Another example: Deathrite Shaman, which is so good at making any G/B deck work better that it belongs in just about every one, despite not doing anything flashy on its own.

  7. Reliability. Does the card trip over itself so hard that you never find a good situation to use it, like the atrociously-designed Rattleclaw Mystic? Or, do the effects meld well with the card's intended purpose, like Jace, Vryn's Prodigy  Flip? Basically, can you always be sure of the card doing its job?

  8. Mind games. Finally, does the card force your opponent to play differently just knowing that you use it in your deck? Half the strength of Counterspell-type cards or combat tricks is that you can bluff them with open mana, forcing them to change their plays.

March 16, 2017 1:30 a.m.



Casual Jerkoid



Commander / EDH Jerkoid



Modern Jerkoid


UB Mind Control 2

Standard* Jerkoid


Sultai Dragons

Standard* Jerkoid


Sidisi Whip

Standard Jerkoid


Classic Temur

Standard Jerkoid

SCORE: 1 | 133 VIEWS

Finished Decks 73
Prototype Decks 43
Drafts 0
Playing since Scars of Mirrodin
Avg. deck rating 3.33
T/O Rank 3680
Helper Rank None yet
Favorite formats Modern, Casual
Good Card Suggestions 25
Last activity 1 week
Joined 2 years