Hey! Just wanting to say thanks for the upvote on my deck Taking All the Turns!
June 23, 2018 12:50 p.m.
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I really like this list.
Have you tested Akuta, Born of Ash? He doesn't see much in other dredge variants, but this is one of those lists that might reallly like the extra lands in yard and consistantly should have cards in hand. Empty the Catacombs/Shadow of the Grave and the like seems interesting for a keld/Conflagrate combo kill, but I can't think of anything that will make it reliable enough.
Grim Reminder and your own graveyard hate in the side seems like an interesting option. A one of Rekindled Flame is interesting but not amazing. And then its back to the traditional Raven's Crime, although Flame Jab is also an option.
July 20, 2018 5:19 a.m.
Remand and pact are appropriate as fuel for ascendancy combo, but there aren't enough cantrips for that to be somewhat reliable- I'd consider cutting ascendancy entirely, and looking for some 'play an extra land' cards- Azusa, Lost but Seeking might break the bank, but Explore, Journey of Discovery, Rites of Flourishing, Wayward Swordtooth exist. Elvish Pioneer won't be great, but Sakura-Tribe Scout has made a strong showing in Primeval Titan decks, alongside Tolaria West. If you're ok with the cost, Tireless Tracker is the core 3 drop in most green lists right now for a reason. Vesuva is modern legal, if not played because of the lack of Cloudpost abuse.
Sideboard wise, Broken Bond looks nice for this deck in particular, then its the usual hate cards for your meta. If you're having trouble with a particular deck, look at their primer and see what cards they are trying to play around.
July 18, 2018 5:58 p.m.
I reccomend taking a look at sac outlets in the side. Gravecrawler recursion with a Mind Slash cripples control and combo if you can resolve it. Duress on a stick is not to be underestimated. Similarly, spells like Plunge into Darkness or utility lands like Grim Backwoods are worth a look.
July 18, 2018 4:33 a.m.
Supply // Demand needs spaces to read properly for some reason.
Triumph of the Hordes is a game ending card for this style of deck, although commander popularity has pushed the price up a lot.
Some of my favourite MTG memories are of a Pollenbright Wings on a Mycoloth. Both cards aren't great in modern, as they're too easily disrupted (barring a Leyline of Anticipation deck), but are a lot of fun in more casual lists. I've tinkered some, but you're pretty close to how this deck wants to run.
Sideboard wise, Alive // Well is worth a look. Cheap, helps hate out burn as well as, (if not better than,) a leyline in token decks. Solemnity hates infect while stopping both Ratchet Bomb and Engineered Explosives from hitting anything bigger than your tokens. Wilt-Leaf Liege is amazing in hollow-one metas.
Fungal Plots is a big saproling tribal card. You might not be making tokens often with it, but the lifegain/carddraw is very strong when you're using saprolings as chump blockers and trying to dig into your sideboard cards.
Utopia mycorn feels like it could be part of some kind of haste/combo list, but I've never seen it work well. Wayfaring Temple is basically either a 1/1 or a 3 mana duress as your opponent kills it.
Hope this helps- good luck and happy piloting.
July 17, 2018 8:47 a.m.
I've run a few lists like this based around Enduring Renewal. My big takeaway was that Semblance Anvil/Grinding Station is pretty legit, and that you really need two draw effects to reliably combo off.
Its worth running more 1 drop artifacts if you also run some Leonin Squireand other sub-optimal 'get stuff back from the graveyard cards', because it makes those times you roll the dice on a single draw effect a lot more forgiving. Most matchups will be disrupting your plans in some way, so that redundancy is important.
July 16, 2018 6:14 a.m.
I'm a fan of Mystical Teachings in this kind of list because it lets me spread my sideboard a little thinner- and I see quite a varied metagame. That said, its not the strongest version of the deck because that mana cost hurts. Good luck with the piloting!
July 15, 2018 3:11 p.m.
Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.
I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.
To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.
One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.
Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.
Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.
The second way is to look for things that can get value out of your big spells.
Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.
The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.
The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.
Good luck, and happy brewing!
July 15, 2018 12:18 p.m.
I like the idea, but I feel that the low-mana artifact package could use some tuning. Ichor Wellspring has never tested well for me outside of combo brews- things like Mishra's Bauble or Nihil Spellbomb almost always perform better.
If you're dedicating to an improvise mechanic, Whir of Invention for Ensnaring Bridge is a thing in the format, and is in your colours. Lets you spread a little thinner and run a toolbox, with some cards that just shut down entire archetypes.
July 15, 2018 10:52 a.m.
Mono black deckbuilder's toolbox is my big list of mono black cards to help people put together decks.
If you're looking at budget vamp tribal with cheap enablers, there are other options for sac outlets and tenacious/reassembling. Dregscape Zombie, Call the Bloodline and Zombie Infestation is fairly inexpensive and very repeatable source of tokens and card advantage. Indulgent Aristocrat is amazing when equipped with blade and keeps the love spread across vampires- I'd consider swapping artist for it as you aren't going for the full zulaport package. Bloodthrone Vampire is a good way to force blocks whenever you have a board. To a lesser extent Vampire Cutthroat deserves a look, as its unblockable against many decks and really good at stabilizing with a few blade counters.
The second major cards to look at are cheap hand disruption. The various rats wreck a players hand when they enter play, and a sideboard full of Duress variants destroys some archetypes.
July 13, 2018 5:38 p.m.
Give this a try Copycat Craziness copy- it still reliably drops creatures on the board in that repeating way, it just has cards to stop you dying quickly. It should hold up better in most modern metagames- surviving to set up that production line is the thing. Pulse of the Tangle does a lot to keep creatures on the board and reliably gets a t3 token with more later.
July 12, 2018 12:53 p.m.
Have you looked at the old-school Enduring Renewal decks? Aetheros, Pia's Revolution and enduring seems like they're a strong package but getting them running is way more awkward than I expected- I've had like five failed deck attempts.
July 12, 2018 9:31 a.m.
Avaricious Dragon for some more reach? You can stack the archwing triggers so that you discard then get archwing back.
July 11, 2018 3:39 a.m.
Its always good to see new players.
Decks tend to fall into three categories- aggro, midrange and control. Most combo decks also fall into these categories too.
Aggro looks to play lots of small threats and win asap, midrange looks to trade even then play efficient medium sized threats, then control looks to stop the opponent doing anything while it gets small advantages and eventually win (think 4 Pristine Angel and a bunch of Mana Leak).
Most angels form a midrange strategy. You try to stall until you have enough mana, then play hard to kill three and four drops which fly over the opposing board. You get that you're trying to do this, and having trouble.
This is because a lot of your creatures form part of an aggro strategy- they are 1 and 2 drops that want to attack lots, but by attacking they mostly aren't helping you survive. If you want to carry on attacking with the small creatures, I reccomend more Bishop's Soldier, with some backup creatures like Hopeful Eidolon Mesa Unicorn, Sacred Cat etc to help you live an extra couple of turns and gain enough life to challenge aggro.
Alternatively, you can pick up powerful blockers and disruption spells- your Nyx-Fleece Ram, your Authority of the Consuls etc, but that Silverblade Paladin/Precinct Captain interaction will go to waste.
In all of these, Archangel of Thune is an all star, but I can understand wanting a variety of angels- I still dust off my 'all the dragons' deck once in a while. You can back this up with accesss to R/W's amazing budget removal suite. Chained to the Rocks, Oblivion Ring, Oust and many others all help stop your opponent doing what they want to be doing, and don't break the bank.
If you like the format in modern, there are a set of staple cards (Path to Exile, Lightning Bolt, Fatal Push, Mana Leak, meta manadorks) that you will want, but its best not to commit too soon, as you can still put up a respectable winrate even in competitive environments without them, and pick up exactly what you need for a deck you like playing.
If you are having trouble figuring out land percentage and land drops (we were all there once), there are a couple of simple rules of thumb. For decks with all 1 drops, you can drop to 18 lands, but you will lose some mulligans. For decks that consistantly want 4 drops 25-26 land equivalents are the call, with manadorks, cheap land search and ramp counting as half a land. There are more detailed guides if you look at a specific strategy.
Playing six mana angels is a lot of fun, and I completely get it. If you want to focus on this, then dedicated ramp and a focus on angels with haste or similar immediate effects is a must. You can use things like Pentad Prism to play an angel a couple of turns early, and pray that it is enough. Cards like Desperate Ritual or Pyretic Ritual can also help, as can things like Grinning Ignus. Just remember that the more you rely on any one card, the more your opponent gets when they kill it- this is why everyone loves cards that do stuff right away when they enter the battelfield, you care (somewhat) less when you opponent kills it, and why having a hand with one important spell and mostly things to let you cast it can be a problem.
July 9, 2018 2:40 p.m.
It was F.O, infection in the ranks t1, with creeping tar pit and Flooded strand with hunted horror and ghostly prison. Didn't seem that far out to start it very aggressively. Spending mulligans on that kind of hand would be a waste when it takes a single land change to speed the line of play up by a full turn.
July 9, 2018 2:08 p.m.
July 9, 2018 11:24 a.m.
Modern has some decent tools for heroic- while you may need red to abuse Ground Rift, or green for things like Blessings of Nature, U/W hasBlessed Alliance, Cauldron Haze, Downpour/Feeling of Dread, Shimmering Wings and the like.
The big thing is getting that balance between creatures, protecting your creatures, and triggering heroic, and clearing the way for attacks. In block it was achieved by bestow efficiencies, but with the heroic payoff effectively being 3 card combos and every other deck having access to similar card efficiency, it is an uphill battle. Good luck with the build!
July 9, 2018 8:04 a.m.
Rhonas's Last Stand is the newest interesting thing for the archetype, giving some much needed early power.
Then we get to the janky stuff. Call of the Herd or Mouth // Feed, perhaps, Pulse of the Tangle or Cobra Trap. Things to stop you dying to early creature drops. Giantbaiting into Second Harvest is a fun option. It of the Horrid Swarm or Miming Slime exist. Mitotic Slime is obnoxious if you can proc it. Ooze Garden can be a lot of fun. Slime Molding seems interesting alongside song/ Spore Swarm/Sprout Swarm
There are also weird rebuild options like Prototype Portal/Soul Foundry with artifact creatures and golem tokens, elf tribal, Khalni Garden/land token generation builds. Lots of cards, nothing that has shaken the world recently. Good luck with the build.
July 9, 2018 4:17 a.m.
I really recomend tutors to fetch your summoning/myr, as you really need both to win. Shred Memory is a simple option. Grinding Station might not be as mana efficient as altar, but milling cards from the top of your library lets you drop a myr into your yard. Hoarding Dragon is a 3 drop tutor with a passable body. Indomitable Creativity/Molten Psyche etc let you try and reshuffle dead combo pieces to pick up more myr.
Sequestered Stash doesn't ruin your manabase and lets you look for more artifacts.
Red black is probably the least played colours for this kind of artifact combo because of the lack of tools to remove Rest in Peace or Leyline of the Void, which are in a lot of sideboards, so keep an eye on your meta. You don't want your best anti-enchant plan to be Mockery of Nature- if you can get a playset of Engineered Explosives and jam them maindeck to deal with those 2-drop 'no more graveyard' cards, do it. Steel Hellkite can do a passable impression, but at that point you might as well just jam Wurmcoil Engine.
July 9, 2018 3:51 a.m.
This feels a lot more solid now, perhaps a little heavy on the four drops. I think that if you need more early game, drop a couple persecutors- you can probably run shrieking affliction in their place to similar effect.
Two sangromancer or persecutor, a dark deal and another kill spell would probably be my split, but its one of those meta calls- all depends on what you are likely to need to survive.
July 7, 2018 4:10 a.m.
Mono black deckbuilder's toolbox Is my big list of mono black things that I've made work. Judging by your list and comments your card assesment seems solid- just dip in when you need to find stuff to win your meta with.
I really reccomend Plunge into Darkness in zombie reanimator sideboards with some silver bullets- it hates out burn on its own, and makes combo and control a lot easier to break through (by searching out another sideboard card), while helping dodge path to exile.
July 5, 2018 10:58 a.m.
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|Favorite formats||Modern, Casual|
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