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Why the Will-o'-the-Wisps? Your deck is a burn deck, right? So it hands out damage all the time, and then.... hides behind a somewhat resilient blocker?!? That doesn't really fit. If Shadow Slice had been a lot cheaper, it would make sense, but as it is, you should go for something more aggressive, I think. Otherwise you end up sitting around keeping mana up for counterspells and regeneration, which is not how you win with burn.
Concerning your sideboard: Sorcery speed removal at 4 mana is not the best way to deal with decks that play out of their graveyard. Try Nihil Spellbomb instead, if you can't afford Relic of Progenitus.
August 18, 2017 11:24 a.m.
Playing black, you have a pile of discard effects - 2-for-1's, instant speed, low-cost... anything, really. You have solid removal i huge amounts - for cheap creatures, artifact creatures, non-vampire/zombie/werewolf creatures and so on. And then you have 1 counterspell, which has the "opponent chooses" drawback... and for some reason, the counterspell should be better? It is, but only when your opponent makes the wrong choice (so you can't really rely on that happening too much).
Apart from that: Languish and small creatures aren't really great together. Especially considering that you have no possiblities of recurring the creatures.
Shadow Slice: 5 mana. And you have 20 lands in your deck. Average is that you'll have 5 lands in... hmmm... turn 7/8 or so (when you've drawn 14 cards into your deck). Isn't that a little late for a burn deck? I can see that it's a cool card with your evasive creatures, though.
Wall of Limbs. Ok, at 5 mana, Shadow Slice made little sense. But this one is somehow worse. It's a wall in a burn deck... what's a wall doing there in the first place (you could compare it to Wall of Omens in D&T decks, but that one draws a card, costs a mana less, and has toughness 4 = survives Lightning Bolt)? Second, it's a 3 cmc creature with toughness 3. There are creatures sharing this and being playable, but this one is not really doing anything, other than perhaps eating up 1 Lightning Bolt. The activated ability costs 7 mana. Again in a deck with 20 lands. So that's turn 12 or 13?
Do you play against much deaths shadow? Because otherwise, your 6 enchantments makes no sense. As removal against any other deck, they are pretty poor (Doom Blade and the like is better). But they do hit deaths shadow hard.
Night Market Lookout is an interesting card. Goes well with vehicles and convoke.
August 18, 2017 8:20 a.m.
Dash Hopes isn't underrated. It actually is as bad as it's considered (sry... there is no polite way of putting that). In a burn deck (like this) you try to trade each of your cards for a portion of your opponents life. For red decks, 3 life pr card spent seems to be the norm. For black... I dunno... Bump in the Night also hits for 3, so it's not too far off.
And then there is Dash Hopes. That one takes a huge bite of 5 life out of your opponent. Nice, huh? Except they just give it a card instead, and now your opponent has traded 1 card for 5 life. That's pretty good against any burn deck, almost an effect you'd sideboard for.
Ok, so, Dash Hopes trades for a card? Like any counterspell? Sounds good, just the thing monoblack control needs. With control decks, for much of the game you try to trade cards for cards, and leave life totals out of it, right? And in that case, your opponent just trades life for card. Expensive? yes. But not much more than, say, playing a Dismember. So you always get the worst deal you can get on Dash Hopes.
I think it's worse in aggressive decks, though. Holding up 2 mana during your opponents turn puts a real brake on the aggression, and there is always the risk of your opponent playing an unimportant card, that they have nothing against you countering.
anyway - absolutely no clue what to add to a black burn deck. Went through gatherers black cards with "loses life", and there wasn't much that looked playable. But since this deck is black, a bit of 1 cmc discard probably doesn't hurt (Thoughtseize, Inquisition of Kozilek).
Isn't black burn decks also known as 8-rack?
August 17, 2017 2:57 a.m.
ok... erhm... burn is a fast deck. The point is to hit and hit and hit for 3, and make your opponent dead, before he really gets to play too much magic. At 26 lands, this will not happen. 20 lands is a lot more reasonable. Adapt cards to fit with the lower land-count. Also, stop trying to mess with your opponents' creatures - most opponents doesn't get to play too many, before the game is over.
You need 4 Lava Spike and 4 Searing Blaze. The latter of them is better in a deck with fetchlands, but budget is budget. Remove 2 chandra (and 6 lands) to make room for this. Then you need 4 Monastery Swiftspear. Best creature available for budget (and very good for non-budget, too) burn - it's part of the "hit for 10 by turn 2"-plan. Take away the 4 Ensnaring Bridges to make room for this. Shunt is a horrible card - out it goes, to be replaced by 4 Rift Bolt.
All these are cards you really can't skip, simply because they are the most efficient at what they do. Other cards would be debatable - Searing Blood and Shard Volley are not automatic 4-ofs, f.ex. - but you can't really play burn without these.
August 12, 2017 4:45 p.m.
So many no-no's.
Typhoid Rats is not really a modern card. If it is, then its role is to dissuade attacking, not to attack for 1 damage on turn 2. That makes it a kind of control card.
Piles of 4 cmc creatures: a couple of them, perhaps, if you don't mind being more midrange than aggro. In a deck with 20 lands, you average is to hit the first 3 land drops, then skip a turn, and have your 4th land on turn 5. On top, you have 4 lands that come into play tapped, meaning that you are even further behind. Removal is pretty good in modern, so you can expect something like Fanatic of Mogis to work poorly.
Madcap Skills. Out, all of them. Your creatures in general suffer from low toughness and a lack of protection. Trying to put an aura on them is just letting your opponent 2-for-1 you without getting anything in return.
No Lightning Bolts. Yes, it's a boring card, played by every deck that has the least bit of red mana in modern. That's because it's a very good card. It can handle early creatures, or go to the face - pretty good for an instant at 1 mana, huh?
August 12, 2017 9:30 a.m.
Also, you don't need Hornet Queen to be in play, as much as you need to make it enter play. So... how about some blink? Could be something like Ghostly Flicker, or (if you splash white) Restoration Angel. As long as it's instant-speed blink, it serves double purpose as defense.
August 11, 2017 12:29 p.m.
This one is pretty cheap, wins in 3 or 4 turns, and has potential for a bit of upgrading: kuldotha 8whack
August 11, 2017 9:30 a.m.
Search for Tomorrow is not a lot slower than dorks for early pressure. Played on turn 1 (where you'd also play a dork), it gives you an untapped land on turn 3, meaning that you've missed 1 mana on turn 2 (making it a bit slower than mana dorks). I find that reasonable, in return for not being vulnerable to sweepers or removal - you don't even hit it with your own Volcanic Fallout.
August 10, 2017 2:45 a.m.
I would take out Life's Legacy and replace with Commune with Nature, maybe even take a couple of Rancor for Commune with the Gods. Those are not card advantage, but I honestly don't think you'll have many games with enough mana to play a creature AND a Life's Legacy in the same turn.
August 9, 2017 4:38 p.m.
Needs tutoring. Plenty of power, as long as you have Primal Forcemage. Without it, you have a lot of overpriced creatures with haste, a sizeable part of which has very limited duration. So, some way of ensuring that you actually draw the forcemage is necessary.
August 9, 2017 2:22 p.m.
Why do you use manadorks over land-ramp? If you played Search for Tomorrow instead of 4 of your 1 cmc manadorks, you could play Anger of the Gods to gain early game advantage against faster aggro-style decks. Would make it easier to trigger Scute Mob too. And with your all planeswalkers, clearing the table is actually a pretty good move, as you'd pretty easily draw ahead after both you and your opponent losing your creatures.
Besides, currently all that's needed to stop the christmasland-scenario from the deck description is to either not draw titan, or to have it Thoughtseized out of your hand. Also, inconsistency is a thing - you only play 2 titans and one Nissa, Vastwood Seer Flip, so the odds of them ever meeting are pretty slim.
August 9, 2017 10:02 a.m.
Well, the support is a lot better now. The planeswalkers seem of... they neither help on zombies, nor on throwing piles of cards in the graveyard. 2 more Grisly Salvage would be better. Nissa, Steward of Elements probably belongs in a whole other deck, something with Serum Visions and Courser of Kruphix in whole playsets, and this particular jace is just bad.
You could really use a sac outlet (preferably something that doesn't cost mana), and some better recurring zombies. You could also consider a couple of Diregraf Colossus, but you need a lot of zombies for that to be worth it. No more than two Diregraf Colossus, from what I've heard. You don't play it on curve, you see, and it's not really useful until you've gotten some zombies in the graveyard.
@LeaPlath The point is to be zombietribal, I think. The dredge-like bits are either enablers (putting zombies in the graveyard) or zombies that recur from the graveyard. Do you have any suggestions for sultai zombietribal (apart from the obvious, like "this would be better with more tarmogoyf" or "play grixis deaths shadow instead")?
August 9, 2017 9:50 a.m.
So, no matter which jace you happen to like, monoblue tron is probably a good shell to look at. As far as I recall, there are quite a few flex-slots in this deck anyway.
It's not the strongest deck, though.
August 9, 2017 9:29 a.m.
you need better... erh... don't know where to begin...
Better removal - Path to Exile has been mentioned, and you could add Lightning Helix and Lightning Bolt. Wrath of God would also be good. The basic consideration is that you need to keep the table clear, until you get Assemble the Legion.
Lose Sphere of Safety. Looks good, but it contains its own little trap; you have to pay for it each turn. So by turn 5, when you would statistically be playing your wincon, you can play this instead. And then you have to keep mana up for it. That pushes your wincon back, as you spend your mana just surviving. Replace with a full set of Ghostly Prison.
Most of the cards relying on Assemble the Legion should also go - if your assembly is discarded/destroyed, they are turned into dead carddboard clutter. So goodbye to Cathars' Crusade, Anointed Procession, Impact Tremors, and Goldnight Commander. It is, simply put, better to add in 2 more Intangible Virtue and round of with token generating cards. As a note to that: Your deck is not just relying on playing a specific 5 cmc card, it is also depending on having several turns of relative peace for your wincon to work. This means something like at least a 10-turn plan to win the game. But sometimes, all you want is 3 flying 2/2 spirits to win the game, which you get from Spectral Procession and Intangible Virtue. Also, modern is the format of Thoughtseize, and Assemble the Legion stands out in the current deck, as being one of the only cards that is dangerous on its own, meaning that you might lose it a whole lot to discard.
You lands could also be better. There's all kinds of things other than basic lands - fastlands, checklands, tangolands, shadowlands... and that's not counting the normal "best" version: fetch + shock.
Sideboard is depending on budget and local meta, but since you are playing white, the options are there for some awesome SB cards.
August 9, 2017 3:33 a.m.
Redundancy aside, I suggested it because it works right away (condition: as long as there is a creature in play), it doesn't have summoning sickness. Hadn't thought of Sylvan Caryatid, but that actually sounds pretty solid.
August 8, 2017 3:33 a.m.
August 6, 2017 2:45 p.m.
+2 Glacial Fortress, +2 Inspiring Vantage, +2 Sulfur Falls, remove all 6 bouncelands. There. That should stabilize your mana a lot. You don't have too many cards requiring double of the same color, fortunately. And you are a lot less vulnerable to land destruction (or Flickerwisps).
Couldn't really decide on Irrigated Farmland. Might be worth trying out - it's not as if it's an expensive card or anything.
August 6, 2017 12:17 p.m.
You could MAYBE make a deck on Curse of Exhaustion, and then add removal and counterspells to taste. But this is too slow - it takes many turns to get enough curses to actually hurt your opponent, and even under a couple of curses, most decks aren't really stopped from playing, just hindered.