Side Board change

wanara009, 10 years ago

After going up against a U/B Dragon Control on the last FNM, I noticed that things like Pacifism, Oppressive Rays and Singing Bell Strike effectively stops me from trading my creatures. As such, I added Life's Legacy onto the sideboard as 'liberator' of sort if i had to go against deck that things mentioned above.

Added more counter generation

MrMiyagi101, 10 years ago

Removed Angelheart Vial and Darksteel Plate, and swapped it for Surge Node and Throne of Geth. The idea is to get more token generation as the current cards are doing to slowly.

Zombie_Reaper, 10 years ago

-1 Zombie Master for +1 Diregraf Captain I made this switch because Master was kinda underwhelming. Sure regenerate and swamp walk is nice, but since sacing Zombies left and right or having them chump block the loss of life from Captain seems to help. Not to mention combos well with a few other cards.

FNM#4

sylvannos, 10 years ago

Only went 3-2 today and didn't make top 8. **Round One: Mono-Black Vampires--** 2-0
**Round Two: Storm--** 2-1
**Round Three: Infect--** 1-2
**Round Four: Mono-Blue Tron--** 1-2
**Round Five: Esper Delver--** 2-0

FNM 5/29 5th Place (4-2)

Julius_Mufasa, 10 years ago

2 losses were to Abzan Midrange (who won the whole tournament) and Mardu Dragons.

Overall Record: 33-8

Store Record: 26-5

Lesson Learned: Always Lightning Strike the Warden of the First Tree before it can swing with lifelink.

Raging_Squiggle, 10 years ago

I removed some irrelevant cards that didn't help the synergy of the deck. In their place I added more card draw, more spot removal and mass removal, and some more token generation. Land fixing is to come!

Decklist Update

GreenDragon, 10 years ago

Just added a few cards from Dragons of Tarkir, and a few foil updates.

Top 8 FNM

Harook, 10 years ago

The deck debuted alright, going 3-2. I only lost games to the 1st and 3rd place so not too bad. And mostly those games I had fairly bad draws. Set 1 - Mardu Dragons. 1-2 Loss. I actually took game 1 on the draw. Too many threats too quickly. His single target control couldn't keep up. Set 2 - Green Red Dragons. 2-1 Win. Game one I just steamrolled. Game two I got horribly mana screwed and he just took it away from me. Game three I was also mana screwed but I had some early game control which got me into finally drawing lands and playing my threats. Set 3 - Jeskai Tokens. 2-0 Win. Games one and two basically went the same just in scale. I didn't draw mana forever, but I had enough control and Nyx Fleece Rams (lol) to keep myself quite healthy until I drew mana and played my win cons. Set 4 - Black/White Warriors. 0-2 Loss. Game one I drew no early action, I kept a hand that wasn't good against aggro and payed for it. Game two he drew two of his three removal cards and stopped me from getting raid on my Rocs that would have let me stabilize. I saw 0 rams in the entire set. Set 5 - Temur Morph. 2-0 Win. Game went very easily. Strokes almost stonewalled me but I had enough removal and value in my cards to work through his tricks.

Tweaking

Apocate, 10 years ago

Made a lot of card tweaks today. I've found that this deck really liked a consistent amount of mana, and if it drew too much land or too little, it floundered terribly. So in response, I pared down my five drops and added a few more mana sinks that aren't cards.

Currently I'm looking at the balance of my death touch granting to cards that need death touch and I'm not liking it much. A lot more of this deck needs first strike as opposed to deathtouch and the Black Knights didn't seem to be much of an answer, despite that really useful protection from white they provided. Perhaps for the side board once I get my mainboard down.

FNM

riceguard, 10 years ago

Match: Temur Midrange: 0-2

Budget Temur: 2-0

Jeskai Heroic: 2-1

Mono Blue Devotion: 1-2

Firenzen, 10 years ago

Replaced 4x Ather Vial with 2x Thoughtseize and 2x Inquisition of Kozilek. Replaced 3x Tidehollow Sculler with 2x Raise the Alarm and 1x Harsh Sustenance.

Version 2

mtagmann, 10 years ago

A bit more refined and streamlined, probably worth a discussion reset.
MDN 10 / 24
Bad Moon feature for Rakdos Moon

FNM

gbaird68, 10 years ago

4th Place*/25

Missing 2 Virulent Plague and 2 Self-Inflicted Wound so I added 2 Erase and 2 Murderous Cut into the sideboard.

Round 1 vs. Mono-Red Aggro (2-1)

Won game 1 in a race. Game 2 lost to a pair of Goblin Rabblemasters. Easily won game 3. Boarded in the Plague for Sign in Blood

Round 2 vs. Mono-White Lifegain (2-0)

Pretty easy matchup, won both games without losing any life. Boarded in 2 Wounds for 2 Dragon Hunter.

Round 3 vs. Mono-Red Aggro (0-2)

Game 1 lost to Rabble Masta after mulligan down to 5 cards, game 2 lost to tokens and burn. Boarded 1 Plague and 4 Brutal Hordechief for 4 Sign in Blood and a Dragon Hunter.

Round 4 vs. White Devotion (0-2 but my opponent dropped and gave me the win)

Game 1 was close I had him at 7 with 3 Mardu Shadowspear and 1 Blood-Chin Rager on the field and a Foul-Tongue Shriek in hand but he top decked Sunbound to on a flying lifelink to win. Game 2 I never was able to get going because of Pacifism and Banishing Light. Boarded in 2 Wounds and a Duress for 1 Dragonhunter 1 Sign and 1 Shriek, should have also boarded in 2 Erase but only saw 2 enchantments in game 1.

Round 5 vs. Jeskai Midrange (2-0)

Game 1 was close again, winning a race vs Mantis Rider and was able to kill a Dragonlord Ojutai with a double striking Rager. Boarded in 2 wounds and for 2 Sign in Blood, after my opponet mulliganed down to 5 and missed his land turn 3 and 4 I was able to overwhelm and kill him turn 4.

Overall I think the deck would have performed better if I had all the cards I wanted, but for my first FNM with it I am happy with the results.

Joz, 10 years ago

Updated the deck, it had been out of date for a very long while.

Exile

Aramanth, 10 years ago

For fun
STD 0 / 0
Reciprocate feature for Exile

My Return to Magic

LusciousCabbage, 10 years ago

So it's been about 6 months since I last played Magic, so I've decided to stop playing Standard (due to how expensive it is to keep up with) and focus exclusively on eternal formats. From revisiting this deck since it's conception almost a year ago, I've made several changes to both boards while retaining a modest price tag.

A suite of fetches have been added for thinning mostly. At this point the deck can't run without them.

Creature count has been reduced significantly and a playset of Simian Spirit Guide has been added for significant instant speed ramp. Remember to play all goblin bushwackers BEFORE you Empty the Warrens as the bushwacker counts toward storm and nets 2 more goblins.

Spell list has been optimized for speed as well as constancy, now sporting a few "free" spells to help get through the deck. I should also note that Gitaxian Probe works great in the late game in conjunction with Pyromancer Ascension as well as most of the spells that lose a lot of value the longer the game goes.

In summary, this is my goto deck for modern since it's consistent, easy to use, fun to pilot, and most of all WINS GAMES. There are very few times where this deck wiffs and with the sideboard, it can go into game 2 confidently. And finally, don't let storming out be your only way to win. I've won games off of Ascension's copies of Lightning Bolt, no joke.

First Update: Ramp

WillowtheCouncil, 10 years ago

chirz2792 suggested some ramp that I totally forgot about, so I'm making changes to incorporate that.

I'm adding Exploration, seeing as its a one-drop, and would be really, really helpful. Not too keen on Farseek since I can only get a mountain from it.

I'll use the Kodama's Reach since I love that card, but forgot about it.

Overall Changes, updated Maybeboard and Sideboard

-Summoner's Pact

-Dragonlair Spider

+Kodama's Reach

+Exploration

Looking forward to more feedback. :)

First FMN went 3-1

eeeeeeeeeeeeeeek, 10 years ago

The first round i easily won 2-0 to a sultai deck, both games just beat them down with all of my creatures before he played anything that threatened me. Second round went against a red deck wins and the first game i got rushed down and all of my creatures were burned by lighting strike, but the second game i managed to survive and trample over him with Fated Intervention and healed up with Nylea's Disciple before he could down me. The third game i got a slower hand and almost managed to come back but he dashed out too many creatures that i could block, and gave them first strike killing anything that tried to prvent the damage. The third game was against a izzet dragon/blue devotion/ burn/control deck that got 4th last time it played at my LGS, during the first game i pumped my courser to kill his blocking stormbreath, which in turn sealed the victory. Next game i sideboarded in back to nature to get rid of his quiet contemplation] but they ended p being usefull against Encase in Ice aswell, after i used it; the game was as good as done. The final round was against a deck that i lost to 2 weeks ago with my mono black aggro deck, it was a green black constillation deck which was defeated by fated intervention and pheres-band warchief. I sided in back to nature which i did not draw in the game, but it did not matter due to Centaur Battlemaster which i got to have 6 counters on while i had the warchief out, and some centaurs from fated intervention, sealing the win of 2-0. The only reason i did not place is because of the people i went against and who they lost to in their other rounds, anyway im thinking of splashing red for Howl of the Horde and Fanatic of Xenagos, should I?

Sometimes Commander damage aggro can work well

pryoplasm, 10 years ago

Nearly smashed an esper control deck by ramping early and a lot, getting my commander out turn 4, and smashing quite a bit. Thinking of adding Hatred in to either smash harder or get an easy infect win. I use it in one of my other decks, Marchesa's Infectious Smile where it works wonders

Just a few more changes to be made

ToolmasterOfBrainerd, 10 years ago

This deck needed 2 more counters, and surprisingly, I think Dimir Charm replacing 2 Serum Visions or 1 Serum Visions and 1 Thought Scour is the way to go and here are my reasons:

  1. I have too many cmc=1 spells anyway so moving 2 spells to the cmc=2 spot will help the curve a little bit. Also, playing a turn 1 delver into a turn 2 d-charm is a fantastic opening play because it also prepares me for a pretty easy turn 3 angler (all I need is 1 fetchland among the 3 lands I played).

  2. Dimir Charm is more versatile. The main problem with this deck is that for certain matchups I need to change the composition of spells in the deck to control their deck more effectively and to do this I need a certain amount of each type of spell available (counter, removal, creature....) but because I want to leave the entire sideboard available for abzan, I need to have all the tools available in the maindeck. By playing a card that counts as a counter, removal, and draw, I can switch the composition of my deck slightly just by changing its mode.

  3. Dimir Charm's settings are all relevant. It's removal effect kills both Pestermite, Deceiver Exarch, and every burn creature. It's counters a few extra burn spells which is very helpful because even stopping 1 burn spell can be the difference between life and death. The draw filtering effect is probably the best of all. It sets up Delver of Secrets  Flip for a flip while filling my graveyard to delve away for a Gurmag Angler. I can also screw my opponents draws when they need a good topdeck and I have other plans for them. This is especially good against abzan when I have Blood Moon. I can also mana screw or flood the opponent if their deck is fragile.

Because of its versatility I am going to start running it again. It's an underrated card from my perspective. But playing it has its own suite of problems, namely that it messes with my other counters. I have cut down to 2 Countersquall to compensate but I would like to replace the 4 Mana Leak with something else. I am looking at Deprive but I don't think it will work. Perhaps 1-2 Spell Snare, but it has its own set of limitations. Perhaps 2 leak, 1 deprive,1 snare? I'm going to run that for now, but probably not for long. Please comment with advice on how to fix the counters. Thanks!