hungry000 Deckling

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Voyaging Satyr is another untap land ramp creature that you could play, it would speed up your deck a lot if you added some more enchant land ramp like Fertile Ground too. They're cheaper and probably better (in terms of speed) than Elvish Harbinger and Kodama's Reach.

July 13, 2018 1:11 p.m.

Have you tried out Thud in place of Fling? It could possibly work better.

July 13, 2018 1:03 p.m.

Said on Fling In The ......

#3

Are you gonna try out Thud from the new set? Idk how important instant speed is to you, but since Thud is cheaper it can let you fit in an extra spell before throwing a Kiln Fiend to get more damage or to flip a Thing and sac in the same turn.

July 12, 2018 2:29 p.m.

Said on Izzit Delver...

#4

Is your deck budget? If it is, that would explain the mana base. You should add hubs so people know what you're deck is trying to do, otherwise it's hard to give suggestions. Some general ones I can give you are that you should have more 1 mana cantrips (10 or more in total) like Opt and Sleight of Hand. They give the deck consistency and make Kiln Fiend and Thing in the Ice  Flip a lot more powerful. Another thing is that Thing in the Ice  Flip and Kiln Fiend are much better than the Cyclops; 12 is generally the limit for creatures in a Delver deck, so I'd cut Cyclops and play all 4 Kiln Fiend and Thing.

Another thing you could do is cut Cyclops and Thing, fill out the playset of Kiln Fiend, and add a playset of Young Pyromancer. It's a really good card in Delver decks, especially with more cantrips. It's also cheaper than Thing in the Ice, if budget is a concern. Most of the reason I suggest this is because Thing in the Ice  Flip bounces both Delver of Secrets and Kiln Fiend, which is a pretty annoying anti-synergy.

July 10, 2018 3:37 p.m.

Said on Reaper Madness...

#5

Celestial Purge is a good sideboard card in its own right, and with Painter's Servant (and Scuttlemutt) it's even better since you can blow up lands and other non-black/red permanents with it as well if you need to. It could replace Maelstrom Pulse with it in the sideboard, 4 Pulse is usually too many anyways. While we're talking about sideboards, the one Serum Visions is honestly a wasted slot. It doesn't directly improve any of your matchups, and having a slightly higher chance of drawing one won't change the game in your favor. Either move it into the main or cut it; another Thoughtseize would use that spot better.

Also, Negate is better than Heroic Intervention, especially since you're a lot more heavily weighted towards blue. It can hit more things and it does everything Intervention does (beats sweepers and removal) so it's almost always going to be better; Intervention was meant to be a replacement Negate for green decks without access to blue, so for a blue deck to be playing it over Negate seems... inefficient? I can't really think of the word. You can also play Dispel for cheaper protection.

Moving on, from what I can tell Call to the Kindred was meant to be an extra Reaper King tutor, but I think 4 copies is too many. It's a very slow card and can easily end up in a 2-for-1 without you being able to get any value out of it. You don't want to draw more than one copy of a slow card like that (generally 4 copies means you want to draw multiples each game), especially taking its cmc into account, so I suggest dropping to 3 or 2 copies.

I know someone said this already, but with the number of artifacts you're playing (22, I think the above comment missed the Pentad Prisms and Chromatic Stars), Spire of Industry is pretty much a direct upgrade to Mana Confluence.

Anyways, you've made a pretty neat deck. Good job.

July 10, 2018 12:25 p.m.

Said on GW Might of ......

#6

I'd cut all 3 Selesnya Charm, 1 Increasing Devotion, 1-3 Armada Wurm, and all 3 Intangible Virtue. Charm isn't very good, Devotion just costs too much, same with Armada Wurm, and Intangible Virtue isn't as good when you're sacrificing your creatures to Mycoloth and beating down with big things like Advent of the Wurm, Shanna, and Wayfaring Temple. If you don't like cutting Virtue or any of the other ones I listed you can also cut a few or all of the Essence Wardens; there aren't very many go-wide token makers, and you're better of playing a mana dork turn 1 since you have so many big spells. It's ok when you get a Mycoloth going or cast Increasing Devotion, but without mana dorks that'll only happen on turn 5, and it would probably be dead by then (along with you). You can also cut a land to fit a mana dork in, with them there's less of a need to hit all of your land drops.

Seeing as your budget was under $5 per card and Utopia Sprawl isn't too expensive right now, you should go for Llanowar Elves + Utopia Sprawl if you do add mana dorks. It's the fastest ramp package available, and it can give you four mana by turn 2.

July 9, 2018 3:04 p.m.

Said on GW Might of ......

#7

To add on to the above comment, you should add 4-8 mana dorks like Llanowar Elves, Elvish Mystic, and Avacyn's Pilgrim, otherwise your deck will be too slow. If you can afford it Llanowar Elves + Utopia Sprawl is really good at ramping.

Since your deck seems to be focused on making large amounts of tokens rather than big tokens, I suggest you cut Armada Wurm and Advent of the Wurm in favor of spells that make more creatures like Gather the Townsfolk. That way you can take better advantage of Shana and Wayfaring Temple.

July 5, 2018 11:19 p.m.

Said on Faerie Rogue Tribal...

#8

Hmm, I'm about 142% sure the infect player just drew the right cards. Infect is a pretty unfair deck a lot of the time, it commonly gets turn 2-3 wins. I haven't come across any lists that ran haste spells, so I've never been t1 killed, but it must not have been too fun :/. Sorry to hear you got banned there, though honestly flipping the table is a bit much. It's only a card game.

This deck doesn't have a very good infect matchup, so if you want to tune your deck against infect a bit, I suggest mainboarding more removal in place of Morsel Theft, Notorious Throng, Vampire Cutthroat, and 1-2 Oona's Prowler since they're the least essential cards imo (assuming you're running the list I have up there). Cutting some other ones is fine too, just don't go under 7 1-drops cuz they're important. Having 12-ish removal spells maindeck will help keep you from dying immediately, and if you can keep their creatures off the board long enough to make a decent board for yourself you should be able to win. In the sideboard play all 4 Inquisition of Kozilek if you can afford them (some Thoughtseize if you have them), lots of Dispel, Engineered Explosives is pretty ok too if you have them. 1 mana discard is your best bet against infect in the sideboard.

Sadly, in the end it just depends on what the infect player draws. Again, it's not a very fair deck.

July 1, 2018 9:21 p.m.

Ah, I haven't looked at this deck in a while. I think the original reason the shocks are in the deck is so you have access to green lands for the ramp spells early on while still being islands for High Tide. After looking at this deck again, it isn't at all budget-friendly lol.

The green is for the land ramp, without it you'd only be able to make 6 mana on turn 4 in the ideal situation, which is quite annoying since most of the good whales are 7+ mana. So the idea is you'd ramp with the green spells, cast High Tide with at least 4 other islands untapped, then chain Great Whales or whatever you have in hand.

July 1, 2018 8:46 p.m.

Said on Can I tap ......

#10

Well, the reminder text for vigilance says "Attacking doesn't cause this creature to tap" (rule 702.20b, https://mtg.gamepedia.com/Vigilance) so I don't think so.

June 30, 2018 4:28 p.m.

Said on Blossoms...

#11

Since you have a bunch of your spells are pretty low on cmc, you can play Harmonize as a way to refill your hand. Wayward Swordtooth is a ramp spell and a payoff in one card.

June 28, 2018 3:05 p.m.

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