xyr0s Deckling

PartyJ says... #1

Hey, could you help me with some extra binder space on EchoMTG?

If not, no worries :)

September 28, 2017 4:28 p.m.

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Said on Enigma Delver...


More library manipulation like Opt or Serum Visions would relieve you from playing the worst of these cards (Lightning Strike, Abrade). You could use a bit more threats (about 12 total) - Ninja of the Deep Hours or Phantasmal Bear, to keep it budget.

As you've been told elsewhere, you need to consider some real card advantage. Tempo isn't very strong in modern, as everything else is so fast.

October 16, 2017 2:13 p.m.

You could splash white for Boros Charm. It's pretty good even if you don't need it for protection.

October 12, 2017 2:18 a.m.

Said on I need a ......


APPLE01DOJ normally I'd agree on Duress (and be against Despise), but in this case, the meta consists of 2 decks, of which this is one. And the other deck is almost only creatures.

Skeletal Scrying goes well as card draw with Corrupt and Tendrils of Corruption.

October 10, 2017 7:59 p.m.

Said on Nahiri's Wrath...


In case your deck is viable and wins a lot: Congratulations. It is not everyday a brew manages that.

But, on the subject of removal, it doesn't matter that you can play your auras at instant speed. What does matter is that most opponents are capable of removing a creature at instant speed, and will hold back their removal spell until you play an aura, or until you target the creature with Nahiri's Wrath. You could, of course, play Ragged Veins in response to the wrath, but then you need more mana. And your opponent could still wait until just before wrath resolves, before terminating their own creature.

I find it optimistic to believe in opponents that do not bring one or more of instant speed removal, 1 cmc discard, or counterspells (I guess there are some, but it would be some very fringe decks, that you do not see often). Therefore, you could splash white to play Silence or grand arbiter (althought the WW-cost makes it difficult).

October 10, 2017 2:16 p.m.

Said on I need a ......


I would go with a monoblack control deck. 4 Smallpox, 4 Innocent Blood, 4 Reassembling Skeleton, some Mutilate, Butcher Ghoul, and Despise. Add in some more spot removal, perhaps also recurring creatures, a bit of card draw, and a couple of beefy finishers - and that's a deck. The general idea is to kill all creatures until you are the only one having anything left, and win with that (even if it's a 1/1 creatures you attack with 20 times).

Here's a pile of decks on that general idea, which is pretty cheap to build. But, playing it... sry about losing your friend. https://mtg-peasant.com/search/?A=37

October 10, 2017 11:53 a.m.

Said on Nahiri's Wrath...


Not viable. Sry about it, but:

You use a card, that requires you to have a pile of other cards in hand, just to discard them. If you chose cards with madness or flashback, you could play them even though they were discard. It does not seem like that's the cards you picked.

Second: spending 5 mana for an aura, plus Nahiri's Wrath, and a pile of cards, is vulnerable. A removal spell on the creature with the aura, and you end up perhaps sweeping the table, but certainly losing your hand. And you'll have to chose between table presence and cards to discard.

Even the usual discard spells aren't that great in this deck. If you spend your cards on fighting counterspells, you can't also spend them pumping up your Nahiri's Wrath.

All the red card draw doesn't really help either, as that is looting effects.

so, if it should be made to work, then I would guess that a rakdos midrangey madness deck would be the best home for your Nahiri's Wrath, and no need to bring any auras - just use it for removing several creatures with one card. Perhaps splash green for Life from the Loam to get some material for discarding.

October 10, 2017 11:35 a.m.

Said on This Card is ......


In modern, Clone Shell is better (and that is not a very good card).

October 9, 2017 12:09 p.m.

Said on This Card is ......


Weakness of the triassic egg-deck is taht it needs 10 mana just for the egg to hatch, as well as tapping the egg 2 times. You can't really play the egg until turn 3 in modern, but you could make it turn 2 (manadork turn 1, Simian Spirit Guide turn 2. No mana to spare at any point here, and you've spent 5 cards out of your opening hand just playing the d*mn thing. That means very little defense - no protection against discard (in modern...), no protection against "destroy target egg", no way to get out of Pithing Needle-effects. Oh, and any counterspell, anywhere along the way, and it will take much longer.

But if it succeeds: Turn 3, tap. turn 4, tap, crack. Somewhere along the way, a creature tutor of some sort is needed. And you'd still need to not be disrupted by all of the above. Then you get your creature, and then you have this one turn for winning. Griselbrand? Not a good creature when you are low on life (which you would be). eldrazi titan? Not optimal either, leave the graveyard as soon as they get there, they lack haste and their abilities are triggered on casting, not on ETB. Darksteel Colossus seems better. But that can still be handled in a pile of ways, and it still lacks haste. So, all in all, if you go for as fast an egg as possible, you'll end up giving your opponent 4 or 5 turns to hit you as hard as they can, and you get to pretend being a goldfish trying to hatch a dinosaur egg while they do so. Good luck, goldfish, both with the egg and your survival.

Of course you could go with a longer-running plan - like building a control-shell and using the egg to hurry up your win condition. That would put the egg in comparison to Nahiri, the Harbinger. Also at a mana cost of 4. Also taking a couple of turns to work. But doesn't eat your mana while doing so. Also, and this is important for combofinishing, finding a threat in your library and giving it haste.

And then there is modern, where discard spells are almost as common as Force of Will in legacy, and sideboards always have good hatecards against artifacts (because affinity and lantern control) and graveyards (because grishoalbrand and dredge) and sometimes just randomly against combo. Plenty of good removal, and plenty of removal that circumvents the simple keyword protections.

There has to be a really good reason for playing this egg, rather than any other way of cheating creatures in.

October 9, 2017 4:11 a.m.

Said on U/W AS FORETOLD ......


Oh, is it a filtering card? I hadn't understood that at all. It's so cryptic, this card. Sry, I'm rude.

Anyway, no matter how good the flipped side is, modern is not a place where you spend turn 2 playing a card that reads: "1U, at the beginning of your next turns upkeep, scry 1." Pressure is much too high on the first turns, so anything that digs a couple of cards deep, replaces itself, and costs 1 mana is going to be played at much higher frequency than Search for Azcanta. It takes two turns, before it has filtered better than playing a Spreading Seas, provided that it shows you cards that you don't want both times. It takes 4 turns, before it has put more cards in your graveyard than Thought Scour. And you can find situations where you actively wish to play these two cards on turn 2, unlike Search for Azcanta which you'll almost never want at that point. Even Jace, Architect of Thought digs deeper, short-term (digs 3 cards in turn 4, when search has at best dug 2 cards deeper).

And personally, if I had to bring a scry 1 in the upkeep card, I would rather have Thassa, God of the Sea. Might not be every game a control deck would meet her devotion requirement, but on occasion it would happen - especially if any jace was in the deck, and maybe some Spreading Seas. By the way - notice how Thassa hasn't seen any play the last two years or so, since her time as an honorary merfolk ended? Filtering cards is not something in high demand in modern.

October 7, 2017 7:52 p.m.

Said on Abzan Nic Fit...


I will learn how to read cards.

October 7, 2017 12:45 p.m.

Said on How much card ......


Traverse the Ulvenwald is a nice card, but you'll have a harder time deliriazing it than you think. I'm only counting 6 lands you can sac, 1 artifact, and whether you get creatures to help with the delirium count is questionable. But actually, it is a cantrip in your deck, in regard to the question of how much card draw is too much.

Gonti, Lord of Luxury... hmmm... 4 mana for a 2/3 creature, with an ability that is only sometimes relevant. Feels great, if you get to steal Tarmogoyfs and Fatal Pushes, not so great when you get to play a Lantern of Insight. Also, you only have 1 land to support your opponents colors, so it wouldn't be very often you could play red or white cards.

Quicksilver Fountain - the dream of a lategame lockout is real! However, this is not how you do it. It also hits your lands, right? So you either have spend a card on smashing it, or it will lock you and your 3-color manabase out eventually... I think you could make a janky deck with this, but then it should be the focus of the deck, not just a throw-in. Also, watch out for playing cards that have no real effect for many turns - in general that is not good. Mimic Vat could be funny. I don't think Trophy Mage to find your 3 cmc artifacts is correct though - neither of them are essential to your winning strategy, and you have a pile of card filtering/drawing/cantripping anyway.

Nissa, Vastwood Seer  Flip could be a funny addition to your deck - just 1. Card draw, an accompanying token-creature, a built in win-con... what's not to like? Maybe exchange some land for another basic forest.

October 7, 2017 5:51 a.m.

Suspend cards are to be cast with As Foretold. Yeah, Remand is still funny, but not quite the blast it used to be, back when suspend meant that the cards spent several turns before happening.

BrandonJamesCAC - how does affinity not care about Restore Balance? They have ways around it, but still, a turn 3 Restore Balance seems like it would kill off all their creatures, leaving only manlands, and even getting rid of all the +1/+1 counters from Arcbound Ravager. Actually, wouldn't most aggro decks lose almost all their stuff to a turn 3 Restore Balance, now we're at it? And I can't remember any aggro decks that play remand... It even circumvents indestructibility by having the controller sacrifice, rather than destroy, creatures and lands.

Search for Azcanta seems like it's maybe good enough for standard, but pretty bad in modern, where you'll almost always want to spend turn 2 doing something to interact with your opponent. If games with this deck tends to be very long, a single copy could be good, I think - grindy, griiiindyyyy card advantage over the long run.

Ghostly Prison could be something for this deck, perhaps in sideboard.

October 7, 2017 4:50 a.m.

Said on Abzan Nic Fit...


I like this deck, but I don't think it will work particularly well. Chord of Calling is a good card, but it could be less effective in a deck where you also sac your creatures (to Eldritch Evolution or exploit'ing creatures, due to having relatively few creatures in play at any one time.

Collected Company is good card, again. In knightfall or elves, it can find a combo to end the game on spot. Here, it will most likely find you a manadork.

Why Grave Titan over Sun Titan? If games go really long (really long being defined as: you have 6 mana, or a 4-drop and an Eldritch Evolution), Sun Titan picks up Eternal Witness from GY, which puts Eldritch Evolution back in hand, so next turn you can evolve the Eternal Witness to any given 5-drop, attack with titan and get witness back in play, giving you Eldritch Evolution back in hand, and then you evolve the witness again, for another 5-drop. I call this: "witness caught in revolving door".

October 7, 2017 4:22 a.m.

Said on How much card ......


Search for Azcanta will maybe be good standard, but for most modern decks, it's too slow. In sultai, really no. First due to being slow - would you really spend your mana for turn 2, doing a slight adjustment to your draw in turn 3 - sort out one bad topdeck? Or would it be possible to have better things to do on turn 2?

Second: Sultai has some really good delve cards. But if you play those, you spend the cards in your graveyard on that, rather than flipping Search for Azcanta

October 6, 2017 8:33 a.m.

Said on How much card ......


Dunno how much card draw is enough, or too much. Depends a lot on what you draw, I guess. But for many midrange'y decks, other ways to gain card advantage exist. Snapcaster Mage doesn't draw you a card, as such, but gives you the advantage of a repetition of the best spell in your graveyard. Courser of Kruphix also doesn't draw you cards - but makes sure that you don't just draw lands all the time. Eternal Witness is almost the same as drawing a card and getting a creature (so there's some advantage there). I would consider this kind of card advantage before draw-spells, with a few exceptions - Opt is an exception, so is Serum Visions. Thought Scour too, if in a deck that can make something out of spells in the graveyard.

I remember playing Think Twice in innistrad-standard, and that was great, but in modern, you can only use it in a very devoted draw-go control deck. I have no clue how well Ancestral Vision would work in sultai, but it could be good.

Cards that don't do anything, apart from scrying or drawing should be really cheap - 1 mana, perhaps 2 (and then not very many). Sultai Ascendancy is a horrible card - you play it, for 3 colored mana, and then it doesn't do anything (or does nothing, which isn't the same), until your next upkeep, where you get to chose between the top 2 cards of your library, and maybe put 1 in the graveyard.

October 5, 2017 11:48 a.m.

Said on R/U control...


Looking at this deck again... Something about it seems a little of, and that is... That it really is 2 or 3 decks, that have gotten tangled in each other.

You want to play UR control? Sure, not a bd start. Add Snapcaster Mages to taste, lose most of the other creatures, keep Thing in the Ice, and have more spells. Perhaps Torrential Gearhulk is not bad either. But focus on more spells. And get some Blood Moons if you really feel that this is good. Also: more lands. Reduce combo pieces to a single copy of Isochron Scepter, and get a couple of Remands to go with that.

Or you can play something more combo-like, with focus on Isochron Scepter and Pyromancer Ascension. Again, remove most of the creatures, add piles of cantrips and keep cost down on your spells. More Baral, Chief of Compliance, too. Thought Scour is a really good card here, and you'll probably also need a set of Opt.

Or you can go with a more aggressive tempo like deck - more burn spells, remove combo, perhaps bring creatures like Young Pyromancer which go well with throwing piles of spells.

October 4, 2017 2:23 p.m.

Said on R/U control...


I don't think Delver of Secrets  Flip belongs here. It's too fragile, and delver decks hasn't been doing well in modern for a long time. Cryptic Command would be nice (and so would the rest of the blue moon deck list), but doesn't go with Isochron Scepter unless you have plenty of other cards you can glue to the scepter.

October 4, 2017 8:36 a.m.

Said on R/U control...


Snapcaster Mage would be an improvement, especially with a pile of Thought Scour to go along with it.

Currently, you don't have a very great selection of cards to imprint on Isochron Scepter. Both of your counterspells lose relevance in the lategame, Lightning Bolt is ok, and that's it. You could exchange some Serum Visions for Opt, as that would give more options. Or you could splash a bit of white for Silence. Best card I can think of imprinting on Isochron Scepter (actually, you don't even need to splash for it - just bring it, and

I also suspect that Take Inventory is cute, but never really will be worth it. Getting to the point where it really draws some cards take effort, and would be easier with a bit of self-mill. But I can see how playing one with two copies and in the GY and an active Pyromancer Ascension would be sweet. Thought Scour wouldn't be bad in this regard either - it helps on the setup.

Sulfurous Blast seems like a sideboard-card, that has snuck into mainboard. Do you always want to play a sweeper, and is Sulfurous Blast the one you want to play, rather than the cheaper Pyroclasm or Anger of the Gods (for exiling creatures)?

October 3, 2017 3:20 p.m.

Said on U/W Flicker...


Mana base: You could add a couple of Prairie Stream to have some really good targets to fetch. A single copy of Moorland Haunt could also be useful, of only to make use of your graveyard. Also, you need a bit more land (you have only a little card draw, and want to both play creatures and keep mana up for playing things in your opponents turn). But you'll need 23 or 24 lands, so you are sure to hit land in the early game. At 20 lands, you hit the first 3 turns (mostly), but after that it takes a while before you hit land number 4.

Bounce: I'm not too keen on bouncing your own creatures (when you could blink them). In general, it takes more mana than you'll have available in a typical game of modern. In many cases, you use instant-speed blink to avoid removal spells, and if you Unsummon your own creatures, they're still removed, from your opponents point of view (even if it's a bit less permanent than they would have liked). More Cloudshift, less Saving Grasp.

Consider whether something like Janjeet Sentry really is worth it. 3 mana for a creature with a tap-ability, which also requires some payment. Perhaps Blade Splicer seems boring, because "it's what everybody uses", but ask yourself how often youd like to have a 1/1 and a 3/3 creature for 3 mana (with and additional 3/3 token for every blinking of the 1/1 creature), and how often you'd wish for Janjeet Sentry for the same mana. There might be legitimate scenarios where sentry is better, but in general I think Blade Splicer is the better card. Besides, tap-abilities and blinking are a really poor mix.

Mill: erhm... you've nowhere near enough mill to actually have that as a viable win-con. Especially Merrow Witsniper seems like a miscalculation - you spend 2 cards (say, Saving Grasp and Merrow Witsniper), to mill 1 card. It's going to take some time and effort, before that reaches the level of a Tome Scour. Minister of Inquiries maybe seems like it could be ok, if you have something really good to spend eneergy on (2 energy for 1 mana is ok, right?).

Soul Warden should be in SB. Good card, but not useful in all games.

Flickerwisp deserves mention. It does not have flash. But you can blink it with instants and that's almost as good. The real strength of that card, is that it can target any permanent, including your opponents. It can break up tron for a turn, reset a planeswalker or Aether Vial or... or... so many other things.

October 1, 2017 3:41 p.m.

Any particular reason for only bringing 2 Aether Vials? Whether you have it or not on your opening hand is determining your whole game plan, and merfolk is a tier 1 deck when it you have it, and a tier 3 deck when you don't.

Also, you can go down to 20 lands (with 2 more vial). Maybe add in a Ghost Quarter or 2.

Squelch is a card I've had piles of fun with, in particular against tron decks (Oblivion Stone, planeswalker activations... no problem anymore), but works fine against anything with a very greedy manabase full of fetchlands too.

You can also play a single copy of Sygg, River Cutthroat. It's just for fun and giggles, but it feels sooooo great when it grabs 3 cards for you in one match.

Not sure that you can cut out the 2 Merrow Reejerey - I think it's better for merfolk than Serum Visions, since you have quite a bit of cantrips already. But maybe it is... how is it working out?

September 30, 2017 4:54 p.m.





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