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-4 Fogbank-2 Faerie Harbinger
+4 Mistbind Clique+2 Spellstutter Sprite
Mistbind and Spellstutter are the reasons to play Faeries. Harbinger requires WAY too much money for too little payoff. Mistbind Cliques are backbreaking, eat your opponent's turn, and swings for 4 power in the air. This puts your opponent on a short clock and threatens to win in a few short turns.
September 18, 2017 12:46 a.m.
Giving flying creatures unblockable is redundant and unnecessary. Mistbind Clique is a good card for Faeries.
September 18, 2017 12:42 a.m.
B/G/x decks that aren't running Death's Shadow seek to grind out games. Many games are decided on 2-1 and 1-1 exchanges, forcing both players into a topdecking situation. Kolaghan's Command is an instant include in Grixis because of it's flexibility and nearly 100% conversation rate on 2-1's. Resolving a Liliana of the Veil means you can eat your opponent's hand and field continually each turn, while a single threat (Scooze, Raging Ravine, Goyf etc) can win the game unobstructed.
G/Bx Midrange doesn't simply try to "control" the opponent's resources. You aren't aiming to take away their "best plays." You are trying to take away ALL of their plays. Grinding is what midrange decks do. Tempo decks try to "control" what you can or cannot do in early turns while they force 1-2 threats through, not midrange. What you describe comes closer to Grixis Shadow's gameplan to "disrupt" the opponent with their 10+ flavors of discard, while dropping Death Shadow and Delve fatties for extremely efficient mana costs while backing them with discard, soft counters (Stubborn Denial) and removal.
September 18, 2017 12:39 a.m.
Abzan is definitely not the best Midrange deck in the format. That would be Eldrazi Tron. That aside...
If you are looking for something to give the deck more reach, Eternal Witness is a good value card. Pack Rat is good in the sideboard if you need something to rush an opponent down (like a combo deck).
September 18, 2017 12:32 a.m.
You have a slow, Midrangy deck going on here, with few targets for Aethervial. It won't serve to good effect in a deck with a low creature density and a high spell density. It appears you are trying to utilize the loop of Eternal Witness and Cryptic Command. However, there is an easier way to achieve this goal, is far more flexible with your deck, and offers the same utility. As Foretold would offer this same function, but allow you to cast every other card in your deck, including Walkers, Instants and Sorceries.
September 17, 2017 4:13 p.m.
I understand to keep the deck on a budget, you probably can't really add Aethervials. However, what about the creature lineup? Wouldn't the deck be a bit more optimized if the Merfolk Sovereign were another Merrow Reejerey and Master of Waves?
Also, the new Kopala might be a good addition. I assume it will be cheaper than Kira or Vendilion Clique.
Without the mana acceleration from Aethervial, the deck will lose a bit of it's explosive power. Perhaps to help supplement, you can add a single Nykthos, Shrine to Nyx. I understand most of the mana sources need to be blue to cast the creatures on curve. However, this would be more of a concern if you replaced an Island. But rather than that, you can simply move to 21 lands. This would mean you are not losing any Blue sources from early turns, and can hit your 4th land drop more consistently to play the additional Master or Waves. It is the most powerful card in the deck (singular value) card in the deck, and closes games out quickly.
Kefnet's Monument and As Foretold can generate mana or accelerate the deck. But they both have their drawbacks and limitations. It's hard to actually replicate the value of Aether Vial. I suppose there is a reason it is as expensive it is.
The new Siren Pirate that can counter spells that target you or a creature you control might be a good substitute for Curse Catcher.
September 16, 2017 4:22 p.m.
Despite your stance for flavor to keep Zurgo, he really isn't that good in Modern. Darth_Savage made some good points. Effective/Efficient Warriors will increase the deck's ability to be an aggro deck, and improve synergy between cards to 'reward' you for playing the Warrior theme.
The 3rd color, Red, literally doesn't offer anything of merit. The fact that the color is shoe-horned in, just makes your mana worse. Strictly speaking, if you want the deck to be enjoyable, you want the deck to mulligan less often (for mana availability in the colors you need) and to be able to cast things on curve more often (minimizing use of taplands to some extent).
The first issue (fixing mulligans for mana availability) can be fixed by not straining the mana base. The simpler a deck is, the less mana issues it has. For instance, mono red burn uses only mountains. It's mana base is extremely consistent for casting their spells. Each land they play can cast anything they draw. So, cutting a color to drop this to B/W will make the deck's mana base far superior.
The 2nd concern is casting things on curve. This means having the ability to play spells each turn, so it feels like you are actually playing Magic. Drawing multiple 4-5+ drops when having 2-3 land in play causes many 'feel bads' and nongames of Magic. This is easily avoidable by playing a lower mana curve and streamlining a mana base (look at paragraph above) to allow your spells to be cast efficiently and effectively. Raising consistency will make the deck perform much, much better.
The creature syngergies... There is a few nonbos (opposite of combos). Things like Herald of Anafenza and Cheif of Edge/Scale. Sure, the tokens are Warriors, but it requires 3 mana at sorcery speed to get those tokens. Good option if the game goes long, but no immediate payoff sooner. Zulaport has few ways to get value triggers (sac'ing a non-important or recurable resource). Sac'ing a hard creature or Minusing a Sorin would feel bad. Herald of Anafenza is too slow to do it reliably. And with no ways to manually kill your own creatures for Zulaport and Dictate of Erebos, you can rely on these effects to be your primary gameplan.
The removal could use a bit of an upgrade and some focus. Powerful removal spells in these colors are Dismember, Fatal Push, Path to Exile and Anguished Unmaking. For budget options, Anguished Unmaking, Dismember and possibly Declaration in Stone are some note worthy options. Trying to force triggers on slow enchantments without control over what you kill is a nightmare. I would drop Spear of Heliod and Dictate of Erebos in a heartbeat.
There is more efficient ways to anthem your team. Sorin, Lord of Innistrad, Gideon, Ally of Zendikar, Always Watching and Metallic Mimic are all better support effects for power than the choices you have in the decklist. The ones you have chosen (aside from the Cheifs) are all over-costed in mana, with little useful effect beyond pumping your team.
September 15, 2017 1:27 a.m.
Then it would run Ancestral Vision over Serum Visions. They care more about hedging value than fixing their immediate draws. Each card is independently valuable and often doesn't require pairing with other cards to have value or impact the board.
Also, your in the colors, consider Mystic Snake, Glen Elendra Archmage, Vendilion Clique and Nimble Obstructionist. Having a bit of value creatures that interact at Instant speed could be nice, all of these are disruptive and do just that.
September 13, 2017 1:21 a.m.
Are you referring to Jace, Vryn's Prodigy?
It is actually okay to allow your things to die. That's why you are running Kommand.
You could consider running Rise // Fall. It was an EXTREMELY popular deck concept back when Grixis Control got it's reboot during Origins/Tarkir Standard when they got delve spells and Vryn's Prodigy.
Players were maxing, 4 Jace, 4 Snapcaster, 4 Kommand, 4 Rise // Fall. These cards all have similar effects/interactions to loop making your opponent discard cards and rebuying your creatures (Jace/Snaps). While Jace/Snap aren't the exact same card, they both have the power to recast spells from the grave. Kommand serves a similar role/function as Rise // Fall, bouncing Snaps back from field or grave, or Jace back from Grave. They can both flash back either spell to get more copies. You may find yourself recasting the same spells multiple times.
The reason this shell doesn't see much play (other than the argument Death Shadow is probably just better) was Eldrazi Winter. During the collapse of Modern when Eldrazi dominated the format, it pushed out a LOT of decks. After the banning of Eye of Ugin. The original design of the Reboot on Grixis Control was a good idea, and it makes a powerful deck. It just couldn't exist in a format with Eldrazi. But, nothing could. That is why it was the 1 and only tier 1 deck at the time.
Consider giving this a try and see what you think.
September 13, 2017 1:01 a.m.
Try running more removal for aggro. Spellstutter beats Living End.
September 7, 2017 8:58 p.m.
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