Description beta v1
continuum, 10 years ago
Description beta version 1 live!
Playtest Lifegain Average
mirkwood, 10 years ago
On average, this deck can gain up to 88 Life Points within the first 10 turns.
jetfuckinset, 10 years ago
Just a few cards I'm looking to add as of today Dragonlord Dromoka, That Which Was Taken, Rune-Tail, Kitsune Ascendant Flip, & Loyal Retainers.
00caco, 10 years ago
Removed some colorless ramp, a land, some crappy Kaalia targets. Put in tutors, Iona, Mass Hysteria and some early discard.
Modern Masters Draft Green Black
el_Guli, 10 years ago

Update 1
Firebirddy, 10 years ago
I removed out 4 Abzan Charm for 2 Lightning Strike, 1 Crackling Doom, and 1 Banishing Light. I took out Dragonlord Kolaghan, because I felt that she didn't belong and was taking up space. I also took out some Fetches for some Temples.
Is it time to add Snapcaster Mage?
ToolmasterOfBrainerd, 10 years ago
I have avoided Snapcaster Mage because of price, but my game 1's just aren't as good now. I have put way too much effort into games 2 and 3 that my game 1 has now completely flopped. I feel I need a few more creature threats and Snapcaster Mage is the obvious stand out choice because it recycles counters and draw which is a main issue right now. At the moment I can't find room to have enough removal for swarm aggro strategies, counters for burn and combo, and threats for the control decks I need to aggro to death. And it's only made worse by having 9 Abzan-specific sideboard cards. Basically, I'm trying to jam 70 cards into a 60 card deck. And snappy can fix this because if I run him, then I can cut 1 removal, 1 counter, and 1 creature to add 3 in, instantly fixing a lot of matchups.
But price. And he's pathetically small after using his effect. And I usually delve my entire graveyard away. And he doesn't do a ton to help my aggro plan because he's not much of an aggro creature. So yeah, although he's a great control tool, he doesn't fix the problem at hand which is creature density in game 1.
But Snappy isn't the only viable option in modern. Young Pyromancer has been a delver staple since the beginning of delver, but this isn't true delver so I don't like him. He just doesn't work well with the rest of my deck and I don't want to change the rest of my deck to work with him.
I have considered pulling a few removal cards and a few counters to put my Bitterblossom in the main board to add threat density which could work wonderfully, but I'm not sure. It just isn't that much of a tempo card. It's slow and grindy and although it can steal games with ease, I don't know about it because in game 1 I try to be more aggro-tempo than in games 2 and 3.
Another card I have looked at is the new Liliana, Heretical Healer from origins. It looks promising because I like lifelink and 2/3 is the same as Vampire Nighthawk which has served me well. It also acts as protection for my other creatures because she is awesome after flipping. Because of her flip side, she usually dies to Lightning Bolt, but better her than Insectile Aberration Flip. But she is awful standalone which wouldn't be uncommon. She also returns Delver of Secrets Flip to the battlefield as a 1/1, not a 3/2. Her ult is game against Abzan no questions asked, but she dies to all of their removal. So she isn't perfect by any means, but she is certainly good.
That's all I know of off of the top of my head. Please comment with opinions on which you think is the best option or with cards I am forgetting. No, I will not run Tasigur. Thanks!

More tweaking
Thanat0sNihil, 10 years ago
- Skeleton Shard - Ponder - 1x Plains - Shimmer Myr + MullDrifter + Seagate Oracle + Phyrexian Reclamation + Vivid Meadow

Clearing discussion
sdefender, 10 years ago

MODERN LEAGUE RESULTS
FAMOUSWATERMELON, 10 years ago
FAMOUSWATERMELON 2 - 0 Runlue (Johnny Pillowfort)
These were pretty good games for me, I steadily got a board presence while keeping his side of the board clear. I made a huge blunder game 2, using Slaughter Games while he had a Leyline of Sanctity on the board, which I take full responsibility for. We restarted the game, and I beat him again.
FAMOUSWATERMELON 0 - 2 greenkingwashere (BW 8-Rack)
The first game I had a nice board presence until he got his Ensnaring Bridge out, where he stalled my two Goyfs long enough to get an army out. Second game, I took a big risk, deciding to gain some life on Scavenging Ooze and hoping that he wouldn't draw into a discard spell while I snapped back Maelstrom Pulse to get his board presence, but he alas did draw into one, and that was that.
FAMOUSWATERMELON 0 - 2 Putrefy (Jund)
First game was really long, we basically exchanged removal spells with a clear board until we were well into top-deck mode, where he got the better draw, finishing up easily. Second game I played a T3 Fulminator Mage (on the draw), but I made the huge misplay not to sacrifice it immediately. He played a Kitchen Finks next turn, and that was that.
FAMOUSWATERMELON 2 - 0 Defpotec (R/W Stax)
The first game was pretty interesting. I slowly dug an advantage with Snappy hitting away, but he was able to get both Ensnaring Bridge and Blood Moon out, meaning that it was basically just a top deck war, though I had a small advantage with two bolts in hand and a Snappy, and all my basics out. I finally drew Abrupt Decay, destroyed his Moon, and casted Cruel Ultimatum, which won me the game. The second game I opened with an excellent hand, and he was quickly driven to top-deck mode while I had a Seal of Primordium out to defend against Moons. I finished with a 5/6 Goyf swinging away. In his defense though, he had to mull to 5 both games.
FAMOUSWATERMELON 1 - 2 tooTimid (Sultai Eternal Command)
The first game we exchanged hits until I was able to cast Cruel Ultimatum, discarding his hand and getting my goyf back, and that was game. The second game started out well, with me being able to Slaughter Games both his Cryptic Command and his Eternal Witness. But he got a decent boardstate out with a pair Kitchen Finks, and finished with Thrun, the Last Troll. Game three was pretty similar, he got an excellent hand and mine was simply too slow. Once again, Thrun finished the game.
FAMOUSWATERMELON 0 - 2 kameenook (TarmoTwin)
First game he comboed off pretty quickly. Second game was quite close. A well-times boardwipe knocked out two goyfs and two birds for him. I disabled his Splinter Twin with Pithing Needle. I even got rid of his 4 goyfs. But he hit a series of fabulous draws and was able to get a bigger board on the battlefield, which I could not deal with.

Changes to the Side-Board
raverswivel, 10 years ago
OK, So there has been a good amount of discussion regarding the nature of sideboards, and how quickly decks adapt to token decks... so, I have been toying around with the sideboard in a way that I hope gives the deck potential to deviate from itself wildly from one game to the next. as such, I have tweaked the sideboard to allow me to transform the deck from being almost entirely token oriented (more so having a wide board presense), to something more narrow but more powerful in nature.
My plans for what to side out to drastically change the deck are as follows...
2 X Brutal Hordechief --> 2 X Butcher of the Horde
3 X Foul-Tongue Shriek + 1 X Dragon Fodder --> 4 X Duress
2 X Secure the Wastes + 1 X Dragon Fodder --> 3 X Mardu Charm
2 X Ajani's Pridemate --> 2 X Seeker of the Way
Either
1 X Dragon Fodder + 2 X Hordeling Outburst --> 2 X Outpost Siege + 1 X Temur Battle Rage
or
1 X Dragon Fodder + 2 X Hordeling Outburst --> 1 X Outpost Siege + 2 X Temur Battle Rage
Keeping in mind that all of these need not happen in totality, but can if I see that my opponent is sideboarding like a mad man.

Size
irishrover34, 10 years ago
Its too large, any idea what I should take out?
Need a Rebuild
M1kee, 10 years ago
I'm not liking how this deck is going, so i plan on dropping black and reworking the mana-base..if you have any suggestions for good RB cards that fit the land-destruction mechanic, please let me know
Izzet Tron
by M1kee


Chaseace3, 10 years ago

Playtest session and Paper buildout
thehat, 10 years ago
Playtest session revealed issues with the numbers in use and the tactics employed. Thinking of the deck as a pure TF style forced me to put in some cards that never belonged there to begin with. This is not TF and is run very differently. I got here by trying to bring the deck to Modern, but ended up with a hybrid that runs very differently. - Non-whip reanimation is out. - More control is in. - More zero-drop artifacts in. - A few artifact lands out. - Better Mana fixing in. - Azusa is out ;_( - Claws of Gix and another Gary are in. ============== Non-whip reanimation as geared toward a game ender with emrakul and may end up in the SB after this, but it has no business in the MB. I struggled with this concept as you can with 4 mana early game an Emrakul in and just win. But with a good draw in this deck I can hardcast Emrakul on turn 5 potentially, so... tradeoffs. One of the biggest hurdles on original TF's thinking is going for the turn 1 win. It is not going to happen with my current card pool in Modern, and I needed to let go of the early game scenario. Switching to a midrange scenario, opened up my options a lot and led me to focus more on control. To achieve this multicolor goal without loosing my Devotion mechanic, I kept it simple to Rock style removal and control options. Consistent Metalcraft has been an issue in comboing and I struggled for easy ways to do this. As my initial concept focused on Azusa I figured that just using the Citadels would be enough, but was constantly having to dig more than 21 cards to find another land and didn't always have a land drop to use. I messed around with several options and finally settled on a Claws of GIx, a Tormod's Crypt, and a pair of Pentad Prisms. The Claws I will get into in a min, the Crypt I am assuming is obvious in functionality and the Prisms return their value of Devotion Black mana into whatever is required (usually white or red). This caused me to drop some of the artifact lands to make room for better land-mana fixing, some basics, and more fetches. Losing the lands and having better answers for mana fixing made Azusa irrelevant. I was winning outright so didn't need to attack manabases, had more mana than I needed already with the Moxen and Shrines so she went away too. Biggest goal was to fix consistency for endgame and add some additional life gain to make the midrange plan more feasible. I added 2 things to accomplish this: - Claws of Gix - 2nd Gary The 2 of them work in tandem and have separate functions as well. Claws gives me better 0-drop fixing for Opals and bumps life count to ensure better life ranges with multiple Grizzle-bro activations. Gary is an alternate wincon and can be repeated with Claws of Gix assuming my primary win path of Grapeshot is out for some reason and I can't get through with the Flying Spaghetti Monster.
Have all the cards
MagicMarc, 10 years ago
I now have all the cards and will get to playtesting to see how it runs.oppy25, 10 years ago
added Ashnod's Altar and Blasting Station
Add/drops
obtuseorangutan, 10 years ago
