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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Blackcleave Cliffs
Land
This enters tapped unless you control two or fewer lands.
: Add or .
nuperokaso on Brian Stacks' Anvil (E)
3 months ago
- Fill in the format. I suspect Vintage, since you are playing Demonic Tutor.
- What is the budget? If there is none, go with Badlands, Mox Ruby instead of 1 Simian Spirit Guide
- You are playing just 1 blue card, and it's not that much relevant - Windfall. Throw it away and you can then go two-color with much more stable and less painful mana-base. Remove 4 Aether Hub and 4 City of Brass. Play instead 1 Blood Crypt, 1 Raucous Theater, 1 Graven Cairns, 1 Sulfurous Springs, 4 Blackcleave Cliffs
- Memory Jar is an insane card in this strategy, since it causes your opponent to discard 7 cards while it gives you more cards to play. I would replace it for 1 Howling Mine. Jar may well be a reason to still play blue - for Tinker. In that case also replace a few swamps for Vault of Whispers.
nuperokaso on Balls Lightning
4 months ago
- Considering that you play Ball Lightning, you should play a mana-base that is almost exclusively red. I suggest that you play 1 Swamp for situations when your opponent plays Path to Exile. Rest of the lands should be dual lands - Sulfurous Springs, Blackcleave Cliffs, Blightstep Pathway Flip, Foreboding Ruins, Reflecting Pool.
- Thud could be replaced with Callous Sell-Sword. The disadvantage of Sell-Sword is that since it targets the creature, it can be killed in the response. Other than that, it's an advantage.
- Consider playing Witch's Mark instead of Thrill of Possibility. It's better against counter-spells, and if there is no benefit to play it as an instant, the Wicked role is a clear upside.
nuperokaso on Dragons,Speed, and Control
9 months ago
In a two-color deck, you should play a lot of non-basic lands such as Dragonskull Summit, Blackcleave Cliffs, Haunted Ridge so that you are always mana fixed and still can afford to play a few non-basic lands with abilities, such as Haven of the Spirit Dragon. Temple of the Dragon Queen is bad in a two-color deck. Blightstep Pathway Flip is going to be always untapped.
DreadKhan on Claim The Dark
1 year ago
Just checked your lands, you probably should look for some lands that don't enter tapped. Either way IMHO you'd be better off running budget fetchlands like Evolving Wilds over non-Basics like Guildgates, there are effects that will punish you for having non-Basics, and you don't need heavy fixing in here. You really, really want to use 1 drops and untapped lands in Modern, I took the liberty of looking up a few possible fits (relatively budget), Blackcleave Cliffs (pricey but good turn 1), Blightstep Pathway Flip (pricey), Foreboding Ruins (good with lots of Basics, dirt cheap), Sulfurous Springs (great with your life gain, very cheap), budget Basic fetching lands are worse than untapped duals, but most people already have multiple Evolving Wilds/Terramorphic Expanse kicking around, and they added the new Riveteers Overlook too fwiw.
If you want sneaky way to fix/ramp, you might try out Rakdos Keyrune, normally a 3 mana rock sucks, but this can also be a 3/1 First Strike for relatively little mana, and it's usually much harder to kill than a traditional creature. If you really want to keep a bunch of big mana cards then adding some ramp like this wouldn't hurt.
Rebullet on Counter Deck
2 years ago
yea pioneer would be much easier for this deck to handle. check lands (Dragonskull Summit) are fine in pioneer, i wouldnt run more than 4 however. you might want to put in some either fast lands (Blackcleave Cliffs), slow lands (Haunted Ridge), or pathway lands (Blightstep Pathway Flip, Searstep Pathway Flip). then fill out with a lot of basics.
DreadKhan on Isshin, Two Heavens as One
2 years ago
If you want a cheaper $ option than Grand Abolisher (or would like another card that can do similar work), Wandering Archaic Flip is a substantial tax on all opponent's instants/sorceries, but that tax matters most with countermagic, making everyone else's counters either very good (if you want the same thing countered for example), or very expensive (people usually consider Cancel unplayable for costing 3 mana). Archaic isn't as good at protecting your own stuff, but it's a way bigger effect generally.
You might also like Generous Gift over Disenchant, and I prefer Vanishing Verse over Fracture, but Verse is more of a competitive card maybe. Slayers' Stronghold might be nice, vigilance and haste are useful for WR.
For (potentially) untapped duals, there are a few cycles worth a look. Pathways are good (but no longer cheap unfortunately, they might go down after they rotate out of Standard though), Blightstep Pathway Flip, Brightclimb Pathway Flip, and Needleverge Pathway Flip are all solid cards to keep an eye out for. Luxury Suite, Spectator Seating, and Vault of Champions are duals that usually come in untapped when it matters, and are considered among the best non-fetchable dual lands. You could try the new cycle from Innistrad, Haunted Ridge, Shattered Sanctum, and Sundown Pass are good as long as you're not running a low land count, 35 should probably work. While Sulfurous Springs is pricey, Caves of Koilos is cheap, Battlefield Forge isn't bad either, they're always untapped and by mid game you usually just use them for colourless and they have no downside. Concealed Courtyard, Inspiring Vantage, and Blackcleave Cliffs are very good, some are really expensive once again. Urborg, Tomb of Yawgmoth is a great way to make all your lands Swamps, handy for stuff like Cabal Coffers as well as just to fix your mana. Shadowblood Ridge is an untapped source of RB, which isn't a bad, but there is only the 1 in your wedge of colours, this land might be handy if you run a cycle where the RB land is really pricey.
Hope some of this is helpful, the deck seems pretty decent.
YamishiTheWickedOne on Sexy Vampires
3 years ago
Oh, I see you've found my own modern vampires, my now 12 year pet project. It's a labor of love for sure but it's enough to go toe to toe and come out on top against a good bit of the meta. Mine used to be much more red. Before Fatal Push I ran 4 Lightning Bolt and 4 Terminate. Before KotEL I used Stromkirk Noble and honestly if I had 4 open spaces it's between him, gatekeeper or Legion Lieutenant and swap one Blackcleave Cliffs for a single Godless Shrine. My turn 1 creature count is at an all-time low though which lessens the lieutenant's efficacy, but a white splash would also give me access to the best sideboard options in modern, which is a major selling point for white as a color. And Blood Baron of Vizkopa I guess. Stromkirk Captain is the card that justifies staying Rakdos instead of returning to monoblack for me. First Strike + Deathtouch is quite scary. And between Sorin, Aetherborn and Knight I have a lot of death on legs (or in the crisp night air) to go around. Monoblack is certainly more viable than it used to be though.
StopShot on
3 years ago
I agree with zapyourtumor, Night's Whisper feels clunky for what you want from it. I would instead try getting value from running Flamebreak , as its a boardwipe that also hurts both you and you opponent and your Dragon's Rage Channeler 's will bypass it if you have Delirium. Your mana base also seems capable for it, but if those Swamps become a problem I'd swap one for a Blackcleave Cliffs .
If you really want the extra card draw I'd suggest switching it for Footfall Crater instead, as it provides another card type you can put in the grave for delirium or another source of haste and trample for your beaters. If the life loss and card draw is essential you should run Plunge into Darkness as a direct upgrade from Night's Whisper since there's more flexibility to playing it at instant speed (especially during the combat step) and you can even set how much life you want to lose from it while being able to dig even deeper.
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