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May 23, 2018 3:11 a.m.
You might want to...
...label this deck "standard", rather than modern.
...play a full set of Nissa, so you are sure to find her (no point using a fast cast ability from turn 15, where it would literally be faster to just play things until you get there).
...play more copies of each important card.
May 23, 2018 3:02 a.m.
Too few lands. Given that you have planeswalkers at 5 and 6 mana, as well as spells with x in their cost, you should have at least 24 lands.
Bad Moon is a funny card, but it really works better where you have a lot more creatures to work with, reliably and fast. You have 9 creatures, and a very few ways of making tokens (I'm counting 3 tokens-making cards - did I miss any). That doesn't really get you any mentionable bonus from Bad Moon.
4 Dark Salvation is at least 1 too many. Even if you had more lands, you'd still not play it early on - earliest opportunity would be in turn 3, and more likely you'd not feel good about using one of them until you have 5 mana. Also, your creatures doesn't synergize with Dark Salvation at all. It counts all zombies you control, so it probably works better in a deck with at least some zombies.
Torment of Hailfire is a bit of the same story as dark salvation; you'll not need 4 of them, since you don't want to play them early anyway.
May 20, 2018 1:27 p.m.
There are other ways of getting more turns, without nonboing your own cards. Temporal Mastery for example (that one would be a real good fit with your deck, actually). Also, maybe for sideboard, consider Squelch. Some decks doesn't care about it at all. Others just melt against it (I've found it to really shine against tron, or decks with a very high number of fetchlands).
May 18, 2018 2:05 p.m.
If I'm not mistaken much, you attempt to end games quickly with this deck. At least, that would be the usual apporach. And then there is a couple of cards, that stick out.
Disallow. Perhaps this is good in control builds, where you can play draw-go. But how often do you think you'll have 3 mana up at the end of your turn? And what do you expect to counter? Perhaps Spell Pierce would be a better card, in spite of its much narrower use, since it's easier to afford the mana for it? And you haven't got any Lightning Bolts, which is a really good card, both for removing early-game blockers and for giving a bit of reach for those last points of life. Besides, counterspells and prowess is a bit of a nonbo, since you rarely get to counter anything on your turn before attacks, and counterspells therefore do not trigger prowess.
Bloodwater Entity is maybe good, but it might deceive. It doesn't give any card advantage, although you mostly get to reuse a card that you really want... next turn. It also lacks haste. Stormchaser Mage has haste. And is cheaper. Just saying.
In terms of evasion, Distortion Strike is a pretty good card, especially since it casts again the following turn, triggering all the prowess you have.
May 16, 2018 9:55 a.m.
Restoration Angel is a supersweet card. but it has a small... clause... in its ability. A teeny, tiny, itty-bitty exception... it cannot blink angels. Any other type of creature, but not angels.
Also, I don't think ramp-vial is going to be any good. If you go with 4 vials and resto-angel, then you should most likely commit to that. Play a lot of creatures at casting cost of 2 or 3 with juicy-fat-powerful ETB-effects. Get extra use out of them with angel. Don't bring mana-ramp dorks, since that's really a bad thing to draw into after turn 1, and casting costs are low enough that extra mana isn't really important or useful.
Or go with big guys (but why angels? are they really the best you can ramp into in GW?) and mana dorks and Elvish Piper to bring them into play. Then you should also have ways to ensure that you can tutor up the big finishers as and when you need them.
Anyway, currently you have two decks shuffled into one, and while both of them could be strong on its own, they are both weaker because you don't get to follow a single strategy, but get cards from both, and they don't work terribly well together.
May 15, 2018 4:20 p.m.
Most likely, Dryad Militant is fine. But Llanowar Elves is not. You shouldn't have your turn 1 creature spend turn 2 tapping - it should be attacking instead. Goblin Guide is good, if you have the moneys for it. Also, Llanowar Elves is the only card you don't want to hit with cascade.
You can probably also retire a couple of Scavenging Oozes. The first you play is fine, but any more than that is just redundancy bears. Unfortunately you are not playing any fetchlands, 'cause then Narnam Renegade would be really good. but if you switch in a full set of Experiment Ones, then two Avatar of the Resolute instead of the oozes would be really good.
Atarka's Command is popular with this type of deck, for obvious reasons.
May 15, 2018 8 a.m.
Spells with an x-cost are going to be underwhelming in a deck with relatively little land - playing Blue Sun's Zenith for 3 cards will cost 6 mana, and not be something you can expect to do much earlier than turn 11. I'll leave that hanging: 6 mana for 3 cards, in turn 11. Is it worth a slot? Aren't some of the monoblue planeswalkers better, since they give long term card advantage?
I think either Magus of the Future or Future Sight could be useful in this deck. Sure, sometimes you end up announcing to your opponent what you are going to draw. But you might also lock the game down when opponent can see a counterspell of some sort on top of your library. You could also consider Isochron Scepter for more semi-lockdown pieces (getting out of a scepter with Remand on it is just no fun at all).
Judge's Familiar is a pretty ok card, but it's 4 or 0, since it's only good in the early game. Also, it is much better in decks where you mess with your opponents mana. I don't think you'd miss it much if you removed it from this deck.
May 15, 2018 5:04 a.m.
May 15, 2018 1:10 a.m.
You should probably play Faerie Conclave, since it's a man-land and pretty much immune to sweepers.
May 12, 2018 7:15 p.m.
Lens of Clarity would be pretty good (at least the first copy played in a game - no need for more than one), more so with cards that interact with the top library card... actually, why not just play Lantern of Insight if you want a 1-cost artifact that gives you access to the top of the library? Oh, right, you don't need to reveal with lens, but otoh lantern gives you some use of extra copies. But Ensoul Artifact is only good if there's more artifacts to enchant (but then it's also very good).
May 12, 2018 10:22 a.m.
Counting sorceries and instants into mana-curve is just a recipe for frustration. Fireball and other x-damage should probably fit 5+ mana, since if you play it cheaper on a regular basis, there are plenty of cards that are better and you should play instead.
And that's not even considering where you'd slot in counterspells and removal. Path to Exile is occasionally played in turn 1, but mostly it's played somewhat later, simply because there aren't that many threats on turn 1 calling for that kind of removal - and then it doesn't make sense calculating it as one of your decks 1 cmc spells. But where does it then go?
May 11, 2018 10:26 a.m.
As such, Crown of Convergence doesn't need you to add in more colors. You have a bunch of scry effects, so determining what is on top of your library shouldn't be much of a problem. A couple more creatures to just give you more of a value-game (and less synergy with relatively weak scryers): Master of Waves and Grand Architect.
Oh, and you should move Spreading Seas to mainboard. It replaces itself anyway, and is good against all kinds of tron and 3-color decks, as well as random man-lands. Speaking of man-lands: How about playing Faerie Conclave? Just a single copy (since etb-tapped is a problem if there's too much of it)... And Halimar Depths could be a pretty decent utility card with Conundrum Sphinx.
May 11, 2018 3:13 a.m.
Perhaps a more midrange monoblue, since you already have Thassa, God of the Sea? Kira, Great Glass-Spinner could be a decent addition to protect your creatures. Nimble Obstructionist has never really had a breakthrough in modern, but a single copy could be pretty good. And so on.
Also, if you have to play Sigiled Starfish and other severely underpowered cards to get your draw engine going, I'm not so sure it's a very good engine, since the card advantage you would be gaining is lost to card quality. So, the scrying has to be attached to cards, that are already good (like Condescend). Augury Owl is a 1/1, for 2 mana - it's not really a good card. And your deck is close to collapsing under bad cards if you don't get a Conundrum Sphinx into play pretty fast.
You could also adapt green, mostly for Courser of Kruphix.
May 10, 2018 11:08 a.m.
Why use Expedition Map? It's 3 mana to get one land on your hand - Cultivate would be better than that (land in play and a land on hand). You could play Ancient Stirrings instead - it could also find a land, if you want to, but colorless creatures are also a possibility (like, in case you had failed to draw any Eldrazi Displacers).
May 10, 2018 10:39 a.m.
Are you sure Eldrazi Displacer is a 4-of? Not because it isn't good, since it's a perfect fit on theme, but since the second copy you find is redundant. Maybe a copy of Tracker's Instincts instead of one of them, so you can find the cards you want to play (that one is even card advantage, when you get to use the flashback).
May 7, 2018 11:36 a.m.
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