Post one and I'll feature it if it's good. Make it something that people can actually have a discussion about.
March 21, 2017 10:10 p.m.
Hey, what do you use to playtest decks? Just the built in module?
March 14, 2017 5:31 a.m.
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xyr0s read the card before you comment please. This didn't just magically get by level 3 judges at the protour...
She copies an artifact or creature. The token she makes is an artifact in addition to its other types. Combo works fine
March 24, 2017 3:04 a.m.
Bow of Nylea. trample + deathtouch means they only need to deal one point of damage before moving to the next blocker
March 22, 2017 11:48 p.m.
ok. well i posted it already: Jace, the mind sculptor. unban more realistic than we think?
It's a modern discussion topic. One i think could get a lot of traction in the community. Let me know your thoughts
March 22, 2017 5:20 a.m.
TheDevicer could you elaborate a little on the last part of your comment? I would assume the opposite. Why do you think it would have been safer before gprobe got hit?
March 21, 2017 3:31 p.m.
Yea, when I saw him talking about Mental Misstep, his argument completely leaves out that you don't even need to be In blue to use it. I couldn't imagine a worse card for the format. I'm actually pretty happy you all agree on that point.
its interesting that you brought up jaces price. While I don't exactly agree that a high price should keep a card banned, it is a good argument. I think that comes down to wotc doing a poor job with reprints more than anything, though.
March 21, 2017 8:12 a.m.
Hey, I was curious about introducing a new community discussion, or potentially getting an existing one featured. A little birdy told me that you were the person to talk to about this. I will await your reply =)
March 20, 2017 9:56 p.m.
not putting it on top isnt great either.
I think that topic is worth exploring =P I think we've all pretty much agreed here, but I still dont want to jack your thread with a different topic.
If you would like to discuss the possibility of Jace entering modern, I published an article, and opened a new thread for it here:
March 20, 2017 9:44 p.m.
Most would agree that Jace, the Mind Sculptor is the best planeswalker ever printed (although some might argue for Liliana of the Veil). It's been on the modern banlist as long as modern has been a sanctioned format, and at one time he would have snapped the format in half.
Modern is a very fast format today, but once upon a time, it was much more slow paced. for those not in the game at the time, I'd like you to take a look at the first 2 major modern events, and the decks that were played:
well, good to see Splinter Twin was alive and well even in the beginning. but how about some of those other decks. could you even imagine a top8 modern deck running Journey to Nowhere in todays format? or how about 2nd and 3rd place being pyromancer's ascencion?
NO FLIPPIN WAY!
in following years, control had a decent amount of power. control was a solid deck against Birthing Pod. after they banned pod, what happened? Splinter Twin and affinity swarmed to the forefront of modern. both extremely fast, extremely consistent decks. This was by far the strongest longterm metashift i've ever seen in a format. After the more recent twin ban, it only made things faster. We no longer have a blue control deck to slow the format down.
Unbanning Ancestral Vision was intended to bring back blue control, but i think we can agree that has not happened.
So lets talk about our 4-mana walker now. he's one of the most individually powerful cards ever printed; that is to say, he's good on his own. However, modern is a hyperspeed environment now, and his high mana-cost means he takes a long time to get out there. Decks like dredge, burn, and infect would probably be delighted that you wanted to tap out and play jace on turn 4.
What Jace would do is provide a much more secure lategame for blue control, assuming they can get there.
In Seth Manfield's article on a similar topic, he mentioned something i had not considered as a way to make this unban even more balanced. That would be to simultaneously unban Bloodbraid Elf. This is a card that was banned in an attempt to slow down the format, and it worked. however, the pace is much faster than it was at the time of this card's banning, anyway. that said, Bloodbraid Elf just makes Jace, the Mind Sculptor worse. It would hurt to play jace turn 4 only to have it immediately killed by a Bloodbraid Elf.
This is tricky, though, because unlike jace, Bloodbraid Elf would fit straight into an already tier 1 modern deck; namely, jund. I think this would be offset by jace's unbanning, though, since blue control is inherently good against grindy decks like jund. Long story short, I think they would balance each other out in the format.
I think Jace would be exactly the boost blue needs to come back into modern. This would be far better for the format than unbanning twin, and I genuinely believe it would shake up modern in a fantastic way.
Thanks for reading! I hope to hear some other people's thoughts on this topic. =)
If you'd like to read Seth Manfield's article on potential unbans for modern, here it is:
March 20, 2017 9:38 p.m.
I'll just come out and say i tried to make this happen a year or two ago. Terminus ends up being very lackluster. The allstar card for this deck in modern is Temporal Mastery. Entreat the Angels can work as a one or two of for a win condition, but it's arguable that there are better ways to close a game in modern control.
Jace, the Mind Sculptor would be a gamechanger. the ability to put an otherwise dead miracle card from your hand, to the top of your library is what makes the deck so consistent in legacy
March 19, 2017 6:49 p.m.
more than just sensei's top. Brainstorm is HUGE is making this deck viable in legacy. inevitably, you will take hands with miracle cards already in it. whats the easiest way to cast them? brainstorm them to the top of the deck. in modern, this is a massive disadvantage, because you will be starting the game with dead cards in your hand, and it will be more difficult to draw into miracle cards later.
March 19, 2017 7:18 a.m.
fetchlands cycle your deck, and filter lands out of it. they raise the probability that, later in the game, you will draw spells rather than lands.
March 19, 2017 6:59 a.m.
I turned Charging Badger into a hydra once... =P
March 15, 2017 5:14 p.m.
Sage's Reverie seems decent if only for the draw effect. its other ability is easy to replicate in modern. there's Eidolon of Countless Battles, or better yet, just dropping Ethereal Armor. The problem you're going to run into problems because your deck isnt focused on that kind of strategy. it also isnt focused on mill, or on control. it will be extremely beneficial to pick a strategy (or even 2) and build purely into that.
one enchantment strategy that might interest you is Don't Touch my Spirits (Turn 5 Win). this is an enchantment control deck, using lifegain-aggro as a win condition. i picked his because he has a great explanation behind all of his card choices.
as for Remand vs Mana Leak. that's the exact kind of question you should always be asking yourself. because in reality Remand isnt always better. Remand is more valuable to you because it comes out better in more situations. In modern you'll find that more often than not, just denying them the spell in that moment is all you need. remember what i said about lands that enter tapped. They can set you back a turn. remand does just that, and replaces itself in your hand. if you want some more detail, here's a great discussion on this topic:
I'd recommend reading past the first explanation. try and find some of the original comments and not get caught up reading too many replies to those comments. there are a couple judges that replied on here, and it's just some good insight into high level players' heads.
March 15, 2017 3:05 p.m.
i agree. in most decks it wouldn't work, but this is turn-3-kill.deck
so those 2/2's shouldnt cause an issue
March 15, 2017 5:26 a.m.
That looks like the way to go for your lands. as for basics. that will be a lot easier to determine once you have the playable cards more fleshed out. cant determine what colors you'll need more without knowing how many vs mana symbols you have in the deck. for now, split it 50/50, and we can edit it later. 22 lands is a good place to start for this deck since we have so many cantrips.
Disrupt is interesting. that's a super obscure card XD tells me you're doing some research tho =) anyway, I dont like it for the same reason Mana Tithe usually takes a back seat to Spell Pierce. 1 mana is super easy to pay. and negate is just very situational to run as your only counterspell. ideally Remand will be the best way to go. if that's not an option right now, probably use Mana Leak.
Claustrophobia is certainly an improvement, but i think we can do better. when it comes down to it, didn't Pacifism accomplish the same thing? I'd say bring that card back in place of Claustrophobia, or if you can get them, Journey to Nowhere is a slightly better version of Pacifism. I kind of feel the same about Singing Bell Strike. like it falls into the same category. you can find better cards.
And for the last bit. YES! Ghostly Prison is huge!
I do have a question for you. I've noticed that you haven't taken to very much of the mill that i suggested. some of it was expensive, so i get that, but i guess im curious if you'd rather just build a control deck? it seems to be what you're leaning towards, and i think you could make it happen for cheaper. you already have the beginnings of it. let me know. it's never too late to change direction.
March 15, 2017 5:25 a.m.
Exquisite Blood is too slow for modern. that will not help this deck win games. Fatal Push i agree with. That's a great new card i hadn't thought of. they're like $4 right now, but if that's not an issue, They're worth getting
March 15, 2017 12:14 a.m.
just saw the second comment. Tamiyo would not benefit you. both of her abilities are subpar for modern. In EDH shes a powerhouse because of her draw ability, but in modern it will probably wiff more often than it helps you. You mentioned her for defense, and there are several planeswalkers with better defensive abilities. some are even quite cheap. Jace, Architect of Thought is one of the better ones. But I think you're better off without him. maybe test it tho.
you hadn't read my first post when you asked about Temple of Enlightenment, so read that for a detailed explanation. long story short, I dont like the temple lands. Entering tapped is just such a huge drawback for a dual land. I explained the qualities of the fetches and shocks, and yes, they are the best way to build a manabase in modern. period. however, I have a budget alternative. Glacial Fortress, Prairie Stream, Port Town. you'll want 4 Prairie Streams before anything else. they are the glue that holds this manabase together. without them, the other two are much less consistent.
boom, i just saved you $100 =P
March 14, 2017 11:54 p.m.
Dark Depths fits the flavor of the deck, and I have a friend who used to run Kira, Great Glass-Spinner as his commander in a deck of the same style. here's the decklink: Bow to the Glory of the Elder Gods. maybe you could get some ideas from it =) Idk if he really uses tappedout anymore, but i'll try to get him to check out your deck. he might know a thing or two
March 14, 2017 11:19 p.m.
Ima start with path before I forget them. Some cheaper alternatives would be Sunlance, Journey to Nowhere, Condemn. If I think of others I'll post them. Path is getting reprinted in a couple weeks. So keep an eye on it =P should be cut in half at least.
What exactly do you mean by too much mana by the middle of the deck?
So Ghostly Prison is better specifically because it can come down 2 turns earlier. Sphere of Safety is a finisher of sorts in white control. That's in a deck running 4 Ghostly Prison, Runed Halo, Nevermore. By itself, sphere is just too slow. Which btw, I tried making a version of this with mostly enchantments, but sadly it made Sphinx's Tutelage not work very well. Need those cantrips! Anyway, Ghostly Prison is better in a deck whose win condition is not control, because it keeps you alive long enough to achieve your goal. If you were in a hard control deck, Ghostly Prison would keep you alive to play Sphere of Safety.
So.. Lands. Brace yourself, this is gonna be long.
This is always a rough topic because lands are hands down the largest barrier for entry new players face with this game. Unless you want to play mono colored decks, shock lands (like Hallowed Fountain) just make your deck better. Lands that enter tapped are inherently bad unless they do something game-changing. This is because they will frequently cause you to delay playing something when you need to have it out that turn. Shock lands allow you to make that choice. If you need something you can take 2 damage and get it out. If you don't need it, let it enter tapped. This is where fetch lands come in. Fetch lands (like Flooded Strand) make your shock lands better. This is by allowing you to make the desicion to have your shock land enter tapped or untapped on your opponents turn. So as an example, let's say it's turn 2 and you could play Remand or Thought Scour. If your second land is a shock, you'd have to shock yourself to keep mana for Remand. If you play a fetch, you can wait for your opponent to make the first move. If they don't play anything you care about, you can just fetch at the end of their turn and get your shock land tapped. But if they had played something you don't like, you could fetch right then and there, gotten your shock land, or even a basic land, untapped and countered their spell. It's all about giving yourself more options at any given point in the game. In addition, fetches get more lands out of your deck, increasing the probability that you'll draw cards which will win you the game. And it doesn't matter with your deck, but say you were running a three color deck; we'll say . A Flooded Strand can fetch Breeding Pool, Hallowed Fountain, and Temple Garden. That means a single land gets you any of your 3 colors. Quite the game changer.
Those are the 2 most important kinds of lands in modern. However, you're bound to see others with more specific functions. For instance Mystic Gate is called a filter land. It's pretty bad early on in a game, but not useless. Later in a game it enters untapped without having to shock yourself, so it's great for longer games; thus it fits great into control and tempo decks. The last one that I think is critical to understand is fastlands. fastlands fit into very fast decks and look like Botanical Sanctum. They work best here, because the downside doesn't matter much if you just win before one would enter tapped. Other decks can play them, but usually only 1 or 2. Something like infect will run 4. Also, Google future sight special lands. They're all completely different, but I'm sure you'll see a few of them.
I hope that helps. Hopefully my lands explanation wasn't too long winded. lemme know if you have any other questions! =)
March 14, 2017 9:54 p.m.
she got super popular in modern and legacy. She was over 100 for a little bit. 80 is the lowest she's been in awhile. Probably going to drop to 50 when mm17 hits in a couple weeks tho.
And that's cool. I'll keep my suggestions under $20 then lol
March 14, 2017 2:39 p.m.
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|Playing since||Time Spiral|
|Avg. deck rating||16.89|
|Favorite formats||Modern, Casual|
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