Force of Vigor

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Force of Vigor

Instant

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.

Destroy up to two target artifacts and/or enchantments.

wallisface on Stompy

2 months ago

Some thoughts:

  • your mana curve is very high, and land count very low. You either need more lands/mana-dorks, or a much lower mana curve.

  • both Wilt and Force of Vigor are sideboard cards - they have no practical place in the mainboard.

  • Stompy decks typically aim to apply lots of pressure and close-out the game quickly. Colossal Majesty doesn’t help you achieve this at-all, in that it gives your opponent time to stabilise and room to breathe.

  • you have almost nothing to play turn-1, meaning you’re often starting a full turn behind your opponent. This is already a very dangerous place to be- but even worse when your deck archetype is designed to be applying lots of pressure quickly. You need more turn-1 plays.

Icbrgr on MBC: 8-Rack

2 months ago

@capwner I actually just had a FNM tonight and played this deck (but my Shriekmaw/Slaughter Pact/Sudden Spoiling/Grim Discovery are still in the mail... so instead I was running a playset of Bloodghast and some ratio of Liliana's Triumph/Sheoldred's Edict/Augur of Skulls... I will update this deck with the matchup results next week when I get the missing cards in.

Tonight I played against yawg and Rhinos and had a bye.... In the yawgmoth matchup One of the games I just got absolutely blown out by Force of Vigor getting rid of my both The Rack/Shrieking Afflictions and both of us were in topdeck mode but I ended up losing. I went 1-2 for both the games I played tonight; granted I lost but they were close/winnable I swear!

I have been toying with the idea of Cabal Coffers but The real monkey wrench of the deck is Smallpox and Liliana of the Veil... some games I can get 5 lands in play but other times its a struggle to get/keep 3; I think thats why I like Ghost Quarter simply because there isn't any investment to use it.

msimcoe on Discardelves

8 months ago

So to flesh out the mana base, in essence I would recommend: - increasing the number of dual lands over basic lands and the quality of the dual lands, i.e. Verdant Catacombs, Woodland Cemetery and Nurturing Peatland. (Having perfect fixing often is the difference between winning and losing.) - and just bumping up the number of lands to something like 21, I know it would feel weird in a deck with so many mana dorks, but in the outlandish event you face a deck playing Fury or Fire / Ice, I think you'll be happy to have land-drop number four over mana dork number four.

Secondly, since you fancy playing Devoted Druid in the main deck, maybe you could take advantage of her combo potential or at least her synergies with cards like Tyvar, Jubilant Brawler especially in place of Tyvar Kell who I don't seeing being a very impactful four-drop. Or alternatively, you could just cut a few mana-dorks for a playset of Waste Nots who would help get you some advantage off of the opponent's discard. And while on the topic, I would suggest playing more just strict "target opponent discards a card" like Funeral Charm over the hand-hate like Inquisition of Kozilek and Dread Fugue since a.) you don't really care about hating on the opponents pieces as much as just making them discard, b.) instant speed discard is always better than sorcery speed and c.) it scales better into the late game.

As well, side note, Harmonize over Beast Whisperer just seems a little too low-impact for the modern format, sure it's a guaranteed one-for-three, but at four-mana it doesn't touch the board and beast whisperer is probably a better investment with all your small creatures that ramp you into more small creatures ramp imo.

Lastly, you asked for some sideboard suggestions, I might play one or two Crippling Fear as one-sided board wipes. As well, pioneer sideboard all-star Go Blank might be good in this shell with some more main-deck discard synergies. Also, just general good green and black sideboard cards are like Veil of Summer, Force of Vigor and Fatal Push

Thats all that I have for how I might build this list, and I hope this was even mildly helpful! Overall, this is an interesting list! A solid idea that I find very similar to The Rack strategies in modern!

RCD2023 on Lathiel, Who Blots Out the Sun

10 months ago

hello rakdosrunner!!

i really enjoyed the enforce that u had describing the deck and the mechanics.

i'm playing Lathiel for a long long time and i'm updating him a lot since then.

all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).

firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel

it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )

starting with the nasty combos :

God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again

Lathiel Gatling Gun: Walking Ballista + Heliod, Sun-Crowned or Cleric Class

“Life moves pretty fast..” — Ferris Bueller’s Spike Feeder + Light of Promise

ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect

draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana

tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players

utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/

Good interactions : Aura Shards , Force of Vigor 2 ducks 1 shot ,Farewell exile :) , Kenrith's Transformation (interaction with draw)

DawnsRayofLight on A Fable of Angel and Elf

10 months ago

bingo. this is exactly what I was talking about, just a couple of things:

ugghh the problem is thinking what to drop as the list seems solid as is.

Taurean Mauler: though I see why it would be good

Shadowspear: good, but you it is better in more classic control decks

Force of Vigor: you probably have enough removal for this

Chaos Warp: Probably would be fine without

maybeboard cards

Silence

Orim's Chant

Red Elemental Blast

Pyroblast

Guardian of Faith

Clever Concealment

Teferi's Protection

^^^ Most of the above suggestions are to help improve the control matchups^^^

Avacyn's Pilgrim

thesilentpyro on Chatterfang's Nuthouse of Cards

10 months ago

Considering:

Potential cuts:

Khurgar on Modern Lands

1 year ago

Allright, so here's the "how the fk does it work?" part.

The deck is a prett slow one that takes some time before it really activates, so several cards both in the main deck and side board are there to mitigate the pressure that we might suffer from early plays. Lightning Bolt, Fire / Ice and Arboreal Grazer fills these slots in the main deck.

What the deck wants to do is generally to discard lands with Seismic Assault to deal damage to the enemy, then use cards such as Wrenn and Six, Life from the Loam and Slogurk, the Overslime to recur those lands to your hand again.

Trade Routes is used for 3 reasons. The first is pretty straight forwards, use your land cards in hand to generate new cards. Second use is to be able to play your channel lands early in the game to give mana while being able to pick them up later in the game to use their channel effect. And the third one is to make Slogurk, the Overslime to grow rapidly. If you discard a land and opt to dredge a Life from the Loam, Slogurk, the Overslime can grow anywhere between +1 to +4 +1/+1 counters for a single mana, ontop of digging for utility lands that you can return later.

Sadly I have not had a lot of time playtesting it, and I think that the sideboard needs a lot of work. First and foremost I feel like I have doubled down a bit too hard on artifact hate, albeit with a lot of cards with multi purpose.

Anyways, the rundown of why I included the cards are as follows: Damping Sphere was included to stop decks such as tron and titan, and it also works well versus decks such as breach or storm or other more jank combos such as neobrand.

Pithing Needle and Relic of Progenitus dont need explaining.

Brotherhood's End was included to deal with asmo decks, affinity, prison tron, goblins, merfolk and other similar decks to these.

Force of Vigor is in the deck solely because I have no way to stop a turn 2 kill from hammer, other than blocking with an Arboreal Grazer. I am strongly considering cutting it though.

Haywire Mite is included to stop Kaldra Compleat, but will probably see play in the same games that my other artifact and enchantment hate cards.

Otawara, Soaring City is just so that you are more likely to draw them, especially in matchups where they run pithing needle to stop Boseiju, Who Endures, but is also really good for returning combo pieces to hand, or just big beaters like murktide. Its also really good vs tokens.

Boseiju, Who Endures just a really solid card, deals with most problems the deck faces, such as graveyard hate and blood moon effects.

Bojuka Bog is a fantastic card in this deck. With this card and Trade Routes you can exile your opponents graveyard every turn if you'd like, although it is only in sorcery speed.

Cards that I would like to experiment with: Expressive Iteration is a card that I am gonna experiment with in place of Fire / Ice. I think that Fire / Ice is much better at stalling out the game, but expressive is such a valuable card to have in the mid game.

Academy Ruins and Buried Ruin to be able to get artifacts back from the graveyard.

Shadowspear to deal with agressive matchups where the opponent have no good way of dealing with my constructs or Slogurk, the Overslime.

Orvar, the All-Form versus decks that enjoy discarding your hand, so generally versus decks that runs archong or liliana.

I hope you enjoyed the read, give me some thoughts in the comments if you have any =)

Tur on People's Thoughts on Mommy Norn?

1 year ago

Combo players, in semi-competitive, do not care about this card. It will never be a road block to their combo decks. It will die right away or be countered. Boom and that's all they wrote. Counterspell cards would be more effective against combo players.

Again, I do not care about the Yarok, the Desecrated part of the card. That really doesn't matter too much.

The problem which I have with Elesh Norn, Mother of Machines is the very large amount of judge rulings, player errors, and misrepresentation which will occur.

It is inevitable these will occur.

How many times have you seen someone in your play group do any of the following actions:

In a casual meta takebacks are generally acceptable. Assuming not too much time or actions have past.

Elesh Norn, Mother of Machines is a engine for these kind of effects. Unless you're a very sticker for the rules, half the time you'll have to deal with so many takebacks. It's a headache.

I'd probably just scoop to this card if I don't have an out in-hand.

At least Winter Orb isn't going to cause massive takebacks.

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