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Love the idea. I think your sideboard needs some serious work. There are decks that go around and under you before you even set up. Mainly zoo, dredge, and the like. If you can get to midrange then your deck definitely has an advantage. Couple of thoughts. Snapcaster Mage? Allows for the double use of a lot of spells. It essentially doubles your cards from 4 to 8 (in theory). Maybe not a full playset, but I would say a 1 to 2 should be in here somewhere. For a control measure, you could add in some mainboard Blood Moons, if not at least sideboard. Can help take your opponent off colors, as well as stop some matchups like eldrazi or regular tron. If you go that route, maybe add in some more islands to ensure you have your blue.
A couple of Negates probably would be good to switch out a Mana Leak or Remand depending on the matchup. Remand is terrible in burn, but great against tron (excluding Ulamog, the Ceaseless Hunger). Mana Leak can be great in burn, but pretty terrible in tron. I'm not saying that Negate is specifcally good in these matchups (pretty good though), I'm just making note of different decks and different playstyles that cards can be good and/or bad against.
You may want to include some Vapor Snags (probably a couple mainboard) because your list doesn't do but so much against Death's Shadow. You are hoping to get to four mana to cast Madcap Experiment or Cryptic Command to try and save you, and that is only if your opponent hasn't Thoughtseized your answer at that point.
Mindbreak Trap and/or Summary Dismissal are good cards against storm (Grapeshot) and/or Emrakul, the Aeons Torn. Both exile Emrakul, the Aeons Torn, but Summary Dismissal stops the extra turn trigger as well.
Surgical Extraction is a great card for just about any sideboard. It can help take apart combo decks at instant speed.
Potential alternate win con - Keranos, God of Storms. Pretty good card here. If you are able to up Jace, the Mind Sculptors in the deck, a possible is Thunderous Wrath, but that is kind of cute. Not necessarily efficient enough.
March 19, 2018 3:55 p.m.
Iron_eye2 - I just want to let you know those interactions don't work the way you are wording them. Sleep targets the player, not the creatures. Archetype of Imagination doesn't target any creatures at all. Those are "world" effects that affect the board, but do not specifically target. You'd want an effect like Jace, Telepath Unbound where his uptick will give you whatever creature, or something like Caller of Gales. Anything that is consistent and actually targets.
March 14, 2018 8:22 a.m.
I will take the advice to heart. There is an eggs player and a through the breach player in my meta. So it might be worth trying.
March 13, 2018 9:28 p.m.
I understand that as well. There is a solid 20 price difference between the two. U-tron plays counters which is why some people don't care for Mindbreak Trap. However, since you're playing a card that is similar, maybe it is worth it. I'm only mentioning it because you're playing a similar card, plus, gift's storm is everywhere. At least in my meta. It's a card that can definitely destroy them by making them combo out, then you stop all of the spells, at that point you can just sit and wait until you draw what you need because essentially they're out of gas.
Those are just the thoughts and suggestions. If big names don't play it, there is definitely a reason behind that. Again though, if Summary Dismissal has worked for you, you don't need to fix it when it isn't broken.
March 13, 2018 8:51 p.m.
I believe the reason a lot of people are saying Mindbreak Trap (aside from the fact that it costs 0 mana eventually), is that double blue tends to be a little difficult for blue tron. You run 8 sources, and I'm sure you've been in the situation of holding cards back just to counter something because you have to choose between the two. Mindbreak Trap allows you to stop something for free, AND hold up counters, or cast for free if needed. I completely understand that Summary Dismissal is better overall for stopping Emrakul, the Aeons Torn because it will also stop the extra turn trigger. However, Mindbreak Trap tends to be better in the meta we're in with Gifts Storm running about. Not to mention, a free counter if you get into a counter war with another control player.
I noticed something that wasn't in your sideboard, Trickbind. You seem to be worried about so many triggered abilities, so here is a card you should look into and playtest. I know that adding in both is more slots, but since you're considered 4 Summary Dismissals maybe do a split of 2/2 here. That's what I have in my deck. Trickbind hits ALL of the same cards that Summary Dismissal can hit, except of course Emrakul, the Aeons Torn which will resolve, but your opponent won't get another turn. If Emrakul, the Aeons Torn is truly that prevalent and is constantly cast that much in your meta, by all means keep Summary Dismissal, but some food for thought. I just wanted to lay out some reasons as to why people keep recommending one card over what you're playing. Of course, above all, play with what you like. It is more important.
March 11, 2018 10:24 a.m.
Have you considered Duskwatch Recruiter Flip? With infinite mana it allows you to filter your library until you hit Walking Ballista or Emrakul, the Aeons Torn. I would recommend taking out the Ancient Stirrings with maybe two more of the other search cards (Chord of Calling, Collected Company, or Eldritch Evolution) and put in four. It is another creature that can be tutored or the combo can be hit with a well-placed Collected Company.
March 6, 2018 5:56 p.m.
Since you're playing Crack the Earth I would recommend some Simian Spirit Guides. If you're on the draw, you can exile Simian Spirit Guide to play Crack the Earth, then play your land. You've effectively just time walked in modern.
I'm not so sure I like the potential draw back of Shivan Wumpus and Dark Confidant. If you're life is low, your opponent can just keep sacrificing lands to put it on top so that you continuously lose 4 life. Maybe if you had a way to compensate for the life loss it wouldn't be that bad.
Because you're playing Boom I'd recommend upping your fetchland count. Boom allows you to target your fetchland, then fetch in response (by holding priority) so that your opponent loses their land but you don't. You could potentially play Darksteel Citadel here as well to help with the same combo.
I would recommend adding in some Lightning Bolts or Fatal Pushes mainboard. You have a lot of great deterrences because you'd be slowing your opponent down, but nothing if they actually get their stuff out. Granted, Shivan Wumpus and Smallpox do help, but it would be better for targeted removal that YOU get to choose. Death's Shadow players don't care abut having less than two lands in play.
Since you decided to take out the utility lands, I would recommend upping the Swamp count and adding in Blood Moon. Again, it'll help you stall the game until your opponent can no longer play because you've destroyed all of their lands.
Sideboard options. I would replace Smelt with By Force or Shattering Spree. You play enough red lands that Shattering Spree would be better. I'd also take one out, and add in a Shatterstorm just as a backup.
Pyroclasm isn't terrible, but I'd recommend replacing that with Anger of the Gods, Sweltering Suns, Kozilek's Return, or Volcanic Fallout. Anger of the Gods is arguably the best here because of the exile effect. Also, many creatures in modern have three toughness, so it is a better board wipe in general. Sweltering Suns is good because you can cycle it if you don't need it. Kozilek's Return and Volcanic Fallout are good because of the instant speed. Volcanic Fallout also deals damage to your opponent, and Kozilek's Return can hit pro-red creatures. They all have their benefits and drawbacks. I would say that all of these are better than Pyroclasm.
Overall here is what I'd recommend.
March 4, 2018 7:13 p.m.
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