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I wouldn't say it is a possibility of them dropping 8th edition, but more of a way to possibly ban Blood Moon. Problem is, if Blood Moon ever gets banned, we'll just have extremely greedy mana bases and big mana decks running truly rampant. I don't see them banning Blood Moon anytime soon though. Modern has its ups and downs with going between aggro and control, even with Blood Moon in the format. I don't see it warping the format enough for them to care at the moment.
January 8, 2018 10:04 p.m.
I did forget to mention, in your "hubs" section of the deck, you may want to take out the aggro part. Your deck isn't aggro. You could include things like midrange and aristocrats (like franjimen421 suggested) and other suggestions like reanimate (you're sort of reanimate).
January 1, 2018 2 a.m.
Love the thought and the theme - +1.
Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.
Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.
Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.
Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.
Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.
I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.
The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.
January 1, 2018 1:58 a.m.
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|Avg. deck rating||12.78|
|Favorite formats||Commander / EDH, Modern|
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|Last activity||1 week|