Another Update
megaduck, 3 years ago

(18) Finally did my own research
Phlojemburgisternery, 3 years ago
Took my finger outta my butt and actually looked at sites like EDHrec, ManaGathering and Gatherer. Using that I put together a Maybeboard. I also included the cards that David and Sheilah suggested to me.
Using that Maybeboard, I bought Misty Rainforest, Scalding Tarn and Wooded Foothills. I did say I needed some sac lands, and these work pretty good! I also got Cinder Glade, taking out two mountains, and one forest and island each.
The two new creatures that I added were Avenger of Zendikar and Roil Elemental. I asked my LGS but they didn't have the others. I took out Bloodwater Entity, Soul of the Rapids and Yarok's Wavecrasher. I took out three creatures because I also added Zendikar's Roil for more token value.
Speaking of Enchantments, I'm, trying to find a place for Druid Class. I'm not sure what to take out, but that extra land per turn is definitely something I want. I might take out Thorn Elemental. It's a 7/7 with CMC 7 that can assign combat damage as if it weren't blocked. Tornado Elemental, another cmc 7 card does the same at 6/6. but also deal damage to fliers. I don't think I need both of them, and Tornado is certainly better overall. Might change my mind, but for now Thorn is out.

Enter Kros
Megalomania, 3 years ago
Got my hands on Kros, Defense Contractor and it fits the gameplay of the deck.
Kros, Defense Contractor in for a Signet;
Cultivate back in for another Signet;
Farseek back in for another Signet;
Eldritch Evolution in for another Signet;
Green Sun's Zenith in for another Signet;
Magus of the Candelabra in for Birds of Paradise; and
Regal Behemoth in for Faeburrow Elder

Minor Update
hootsnag, 3 years ago
Removed Stoic Rebuttal. Added Pact of Negation.
Small Mana Base Update With Big Implications
Snowmen1, 3 years ago
Updates to the land base: Well, as usual after a lot of deliberation, I decided that this deck is primarily black deck. While the deck is still very clearly a 2-color deck, the proportion of the mana requirements for this deck are skewed more to requiring black than green. this is a huge distinction. While the deck needs double green by turn 2, and uses a lot of green mana, most of the mana you will be spending is black is the idea. So why does this matter? It’s time we reevaluate the mana base. While it may seem like a corner case situation, I have lost too many games that should have otherwise been heavily skewed my way due to having a land that could not produce black mana. This brings me to the foundational idea behind this set of changes: the deck is no longer playing basic forests. This is a big change to make, for one, there is no painless way to get instant green mana off of a fetch land, and the deck can no longer cast gemrazers and young wolves underneath blood moon among many other things. So why make this change? Well, as stated earlier, this deck is primarily black, with less green requirements albeit the cards being played require more than normal green mana. This means that in a lot of cases, basic forest doesn’t produce mana, so you are basically stone raining yourself. This may seem like a corner case situation, but when you’re playing a deck where ideally your opening hand has 2 lands in it and you expect to play the first 3 to 4 turns with only those 2 lands, you can see how many hands have to get shipped back when you draw the basic forest. Moving beyond opening hands, lot of play revolves around leaving black mana open for village rites and retribution of the ancients, so when having 2 or 3 lands, casting spells and being able to hold up mana for these plays quickly becomes something you have to choose between. Even going into the late game, when you have your engine up and are trying to use it over the course of several turns, not being able to use that mana if you have a forest becomes a huge issue. Looking at things this way, you can see that not being able to produce mana doesn’t affect you in just one turn, but multiple, meaning you lose out on a lot of mana over the course of several turns. This kind of tempo loss and mana disadvantage is not something you can afford in modern, especially when playing a deck like this, where mana needs to be used as efficiently as possible to keep in the game. But what about Urborg and the filter lands? These cards are great, and helped to remedy the problem, but also made it harder to accurately identify for a long time. Relying on these lands to make your forest a usable card for most of the deck presents a lot of issues. What are the odds that your 2 land opening hand has both a basic forest and one of these lands? Relying on something like this also gives your opponents another angle of attack that makes you vulnerable in another way, your lands. If you have a forest and an urborg in play, or a a forest, twilight mire, and any other land, you can see how just one spreading seas or stone rain basically takes you out 2 lands. While these lands are good, and still have a spot in the deck to help make double green off of your swamps in the case of twilight mire, or give you access to painless mana off of nurturing peatland, fetches, and an easier way to utilize your twilight mires in the case of urborg, relying on them to make a land work in your mana base just isn’t something you can do. With that, heres the changes: -2 forests, +1 Overgrown Tomb, +1 Verdant Catacombs It is also worth noting that now the deck supports and black fetch now that you will only be fetching lands that are swamps, so that’s nice for budget reasons if you don’t specifically have verdant Catacombs. Outside of that, the deck is the same as before with some minor changes to the sideboard. These changes also mean that unfortunately, any cool lands or utility lands that are green compete for a flex slot instead of just being fun of shoe-ins, so no yavimaya, cradle of growth (doesn’t help much anyways), no Boseiju, Who Endures, and no Pendalhaven sadly unless you want to cut one of your spells. That said, it may be worth looking into black utility lands such as Takenuma, Abandoned Mire, though generally, I think the landbase is good as it is, since in practice you generally are able to use all your lands when you have them. Some notes on the sideboard: I think it might be worth looking at replacing dauthi voidwalker in the side for leyline of the void, since most decks that dauthi voidwalker is played for are built to answer the card, where leyline is much harder for those decks while letting you keep to your gameplan instead of devoting a lot of mana in the early game to interact with the graveyard. While Necroplasm is certainly cool, and I would like to test it more, I think I found a better use for the slot in another piece of graveyard hate. I am finding that rhinos is not as bad of a matchup than I thought, and I could devote the slot to more graveyard hate or lifegain to hedge against burn. All of this may seem like a lot of thought for a bunch of little changes, but you can see how going through these edits over time these changes go from being one or 2 cards, to more and more. Looking back at what the deck used to be, the current deck is much more streamlined and focused. Its odd to think that this deck used to play 2 yawgmoths, or 2 basic forests, no butcher ghouls, even no gemrazers, no deadly brews, no viscera seers, and if only my update history went back to before I took this deck seriously as a viable modern deck, none of the cards that I would say make this deck what it is today. Looking at how the deck has evolved; a lot has really changed. These deliberate changes over time really add up, and I can’t wait to see how the deck changes in the future.
None
glsetlif, 3 years ago
I played this for the first time in a long time and it was WAY too slow for the table I was at. I talked it up too and left determined to make some changes
- Grim Poppet -> Walking Ballista
- Sadistic Hypnotist -> Vampire Aristocrat
- Puppeteer Clique -> Putrid Goblin
- Sidisi, Undead Vizier -> Profane Tutor
- Bloodstained Mire -> Cabal Stronghold
- Gauntlet of Power -> Bubbling Muck
- Solemn Simulacrum -> Infernal Grasp
- Caged Sun -> Everflowing Chalice
- Extraplanar Lens -> Dark Ritual - this one I am not so sure about, but EL is slow and risky
- Sensei's Divining Top -> Sudden Spoiling
- Phyrexian Arena -> Blood Pact
- Spine of Ish Sah -> Feed the Swarm
- Diabolic Revelation -> Dark Petition
- Increasing Ambition -> Mausoleum Secrets
- Zulaport Cutthroat -> Tormod's Crypt - I can't have a human in a Mikaeus deck

So many dragons
illidan123, 3 years ago
dragooooons
Changing with the Times
Metropolis39, 3 years ago
4x Ragavan and 4x Fury are almost auto includes in any red based midrange deck. weird to say that this is now heavy red with green as almost a splash. even playong arbor elf is a maybe. ive been on 2 for awhile and that feels right, however i will be trying ignoble in their place to test. Kaldra and Batterskull continue to feel like the best threats in the deck. im constantly changing the board the paths, RIPs, and EEs are permanent but the rest all feel like maybes.
Card Draw Blue
FrankyD33, 3 years ago
card draw blue
None
Noire_Samhain, 3 years ago
Out- Notion Thief In- Agent of Treachery
Update May 25 2022
Malolz, 3 years ago
Removed Forest back for Strip Mine -- who needs basic lands anyways? Cabal Coffers is too strong to be left unchecked
Removed Inexorable Tide for Luxior, Giada's Gift -- Inexorable Tide is great in this deck to help for multiple triggers off The Prismatic Bridge Flip, but I've found myself always tutoring for something else at the time and Luxior takes cards like Karn Liberated and Oko, Thief of Crowns for double value as they mostly up tick loyalty abilities
Removed Evolution Sage for Planebound Accomplice -- Evo sage was great for proliferating the Planeswalkers with mini "landfall", but I've found myself in many situations that could be solved for removal, board wipe, exiling, or card draw if I just had that planeswalker on the battlefield. Planebound Accomplice accomplishes that for me. And with cards like Elspeth Conquers Death and Kaya the Inexorable's alt, I can even return them at a later date.

![Codie, Vociferous Codex feature for The Thrift Shop Spellbook [Budget Codie]](http://static.tappedout.net/mtg-cards-2/strixhaven/codie-vociferous-codex/mtg-cards/_user-added/femme_fatale-codie-v_a6tymzx.png)
Possible Changes
Skirtle, 3 years ago
Out: You Find Some Prisoners, Valakut Exploration, Tempting ContractIn: Toxic Deluge, Cursed Totem, Opposition Agent

Slight adjustments
NonetheWeisser, 3 years ago
I took out the Mystic Subduals. They were way too niche for my taste. I maxed out Coalition Relic because we ALWAYS want a way to ramp. Added another Flame Slash and a Cyclone Summiner as well. Removed Spell Pierce. Wanted to see if I liked targeted removal more than a 1 of counter spell. Cyclone summiner should add variety to our arsenal.
A few more alterations
Brawler_1337, 3 years ago
I decided to cut the Sliver removal package. In its place, I’m trying Springbloom Druid and Falkenrath Noble as a backup kill condition.
Lately, I’ve been cutting Temple of the False God from all of my decks. Today, I’ve given up on it in Karador as well. This gives me room for the single Scattered Groves. (Finish the cycle, Wizards!)

None
GoldDude68, 3 years ago

Land Update
Mrmonster45, 3 years ago
I removed Maze's End

Breakup
eleventhend, 3 years ago
Deck broken up in favor of fun; many cards and themes wound up in Pir, Inventive Rapscallion, power cards and manabase went to Selvala, Omnipotent and Derevi, the Resonator. Atraxa traded for scrap.
Decklist Update #4 - NCC - Thunderfoot Baloth!
Frazzify, 3 years ago
With the release of the New Capenna Commander products, we now have to HUGE reprints that have fallen below $1: Thunderfoot Baloth and Woodfall Primus.
Both of these cards represent a ton of raw power that is often difficult to find within the budget - especially the Baloth.
As such, the following change has been made to the deck:
Thunderfoot Baloth is a fantastic finisher, and adds redundancy to the deck. It is essentially a two card combo with Izoni, as Izoni brings a ton of bodies with them and the baloth makes them all relevant attackers by pumping them. This is one of the things that the deck needed most, so it's inclusion is easy to justify. Turntimber Sower is the cut here. With the addition of Shigeki in the previous round of changes, the role that the Sower played has been usurped somewhat. It is likely no longer needed.
As for Woodfall Primus, it is currently sitting in the Maybeboard. Part of what makes the deck operate well is the relatively low cost of all of its pieces, and for this same reason there is very little ramp in the deck. Without ramp to get there, it's hard to justify such a high MV card. If the deck is reconfigured a bit in the future to include more ramp, this will be a shoo-in.

v1.4 - New Capenna!
KBK7101, 3 years ago
OUT - Marble Diamond, Starnheim Aspirant
IN - Arcane Signet, Giada Font of Hope
Giada, Font of Hope is a fantastic card that works really well in this deck. Both of her abilities will almost always be relevant.

CLB Update
tylorlilley, 3 years ago
IN: Carnelian Orb of Dragonkind, Ancient Copper Dragon; Wrathful Red Dragon, Descent into Avernus, Noble's Purse, Wild Magic Surge, Hellkite Igniter, Reckless Barbarian, Thunderbreak Regent, Chaos Dragon, Ganax, Astral Hunter, Swashbuckler Extraordinaire, Patron of the Arts, Taurean Mauler, Scavenger Grounds, Terrain Generator, Flamekin Village, Hanweir Battlements Flip Meld, Crucible of the Spirit Dragon, Spinerock Knoll, Vengeful Ancestor
OUT: Dragonspeaker Shaman, Chromatic Orrery, Nevinyrral's Disk, Everflowing Chalice, Thran Dynamo, Gauntlet of Power, Caged Sun, Coveted Jewel, Chromatic Orrery, Steel Hellkite, Fervor, Abrade, Sunbird's Invocation, Hoard-Smelter Dragon, Drakuseth, Maw of Flames, Sarkhan's Unsealing, 6x Mountain
CONSIDERED: Dragon Cultist, Shifting Shadow, Mirror March, Vengeful Ancestor
