Price of Progress

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Price of Progress

Instant

Price of Progress deals 2 damage to each player for each nonbasic land they control.

AwesomeJMS5 on Chandra Tribal (Everyone's Here!)

3 weeks ago

Padbras, Light Up the Night has done an okay job in the deck. It's done some damage, and has been useful once or twice, but it's more on-theme than anything else. Honestly, I'm considering cutting it from the deck to try something else out instead. Maybe I'll take it out to try Wild Magic Surge?

As for Mages' Contest, it's one of my pet cards, and has worked out pretty well for me so far. The biggest thing for me with that card is that I see it more as a burn spell than a counterspell. One time, I cast it in response to someone's commander, bid up to 26 life, they went to 27, and I let them have it. After that, I used Price of Progress to kill them, since they'd just taken 27 damage. The key is to use it on something you know your opponent wants to resolve. Either it counters one of my opponent's scariest cards, or it deals a ton of damage to them, and I burn them again shortly thereafter.

DreadKhan on Red Deck Wins

1 month ago

Nice tight Burn list! YMMV, but I think you might want more lands, either 1 or 2, your deck has no card advantage, so if you have to mulligan due to having too few lands, you will really struggle to get enough damage in before you're in top deck mode, at which point Burn is in trouble. I'm also not sure if x2 Swiftspear is enough, a Swiftspear makes it much more likely for you to win turn 3 vs drawing a Guide, and even if you draw all 4 Guides and drop them ASAP, you end up with 14 damage from unblocked Guides, meaning you'd still need to Fireblast to win it (and also Bolt them with your one leftover R I guess?). With Swiftspears, if you have 2 Swiftspears already out for turn 3, you could have already done 8 damage and could easily cast 3 bolts that turn for 25 damage without Fireblast. Also, Guide can easily save your opponent's butt when they keep bad hands/are going to flood with mana, free card draw that can then either play something bigger than a Guide more readily. I run Vexing Devil over Guide, but I also run Dragon's Rage Channeler, which really loves having a Devil go to the bin. DRC is not quite card advantage, but they are handy if I was going to draw badly, and when they are on they are 3/3 flyers. My list is more of a midrange build, but it can still pull off turn 3 wins sometimes, usually via Fireblast.

Final point, but any reason you don't put Price of Progress into a sideboard? There are decks that skip Basics altogether, but this can be completely dead in some match ups. I guess it's good in enough of them that you don't worry about it, but if you are going to use them mainboard, you should at least figure out 4 sideboard cards you can swap in for Price.

rambunctiousOrator on it's a deck alright

2 months ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.

Lands:

How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

xtechnetia on Whats the "best" burn deck?

2 months ago

I think it's been firmly established that Boros burn is the best in a Modern context. The strengths of Helix and Charm are fairly self-explanatory. Not to mention, for burn, cards that don't do damage are pretty much last resort sideboard cards, and white handles that better than black with its famed suite of silver bullets and universal answers.

Bump is alright but it's generally weaker than either of Helix and Charm. Black's other offerings are not really of interest to burn - they're more for grindy decks that want to trade x-for-1, which is the opposite of burn's gameplay (literally throwing cards to the wind in order to eventually kill you).

Revelry is a nice card and I have seen Naya burn once or twice, but Smash to Smithereens covers half of the functionality without needing to splash, and enchantments that need to be destroyed by burn are a rare sight. Maybe if everyone was playing bogles or something (maindeck Leyline of Sanctity? yikes) burn would play Revelry, but then it's far more likely burn just wouldn't be played, lol.

Green's other offerings are just outdated. Red has a near monopoly on premier aggro creatures in Modern. Maybe at the inception of Modern something like Wild Nacatl was alright (?), but Theros brought Eidolon of the Great Revel, Tarkir brought Monastery Swiftspear, and if that wasn't enough burn would probably run MH2 critters before even thinking about splashing into green.

Blue being added to burn usually means something's horribly wrong in Modern (it was done in the Treasure Cruise and Oko eras, to give you an idea). Generally speaking, blue's offerings subtly shift burn into more of a prowess-style deck because cantrips are nearly useless to pure burn (that's mana you could have spent doing actual damage instead) and counterspells have the same issue as discard: it's mana and cards spent trading, when burn doesn't want to trade, just kill you before trading is relevant.

For non-Boros burn decks to be good, I think Modern needs to change in a noticeable way. For example, Legacy burn tends to be mono-R because of the presence of cards like Wasteland and Price of Progress, both of which are unlikely to ever enter Modern.

Peoyogon on Cats & Bolts

2 months ago

Interesting deck for sure! I know next to nothing about Legacy but this certainly seems like a cool idea! I've never seen mono red cat tribal before and I would love to see this play out :)

In terms of advice, I would suggest crafting a sideboard that shifts your deck away from creature aggro into straight up burn. If you ever end up going against a deck with lots of creature hate (which has happened to me a LOT), you could swap some pieces around and surprise your opponent with a powerful burn package. If budget isn't an issue, the obvious includes are things like Lava Spike, Chain Lightning, Fireblast, and even a Thunderous Wrath or two. Alternatively, if you run against decks with a lot of non-basics, Price of Progress can cause massive blowouts!

Profet93 on INFERNO

3 months ago

mcgiggins

I meant to type Curse of Opulence. Once had a game where me and another player both cast this on an opponent on turn 1.

Boil would be my suggestion. Costly, potential deadcard, you don't need all of the anti-blue redundancy unless blue is prevalent within your meta. Orcish Settlers and Harsh Mentor are also potential cuts. You really want to play cards that ramp you, draw you and promote your game plan. Potential swaps could be Wheel of Misfortune for card draw. I would find cards that add treasure tokens or ramp you such as Sword of the Animist (eventually dockside one day), etc...

Sculpting Steel to copy your mana doublers, ramp or any powerful artifact on the board. Definitely add a bit more artifacts and remove some LD. For example, swapping Price of Progress for Commander's Sphere provides you with draw and ramp rather than potentially being anti-synergistic with blood moon. I think rather penalizing them for utilizing nonbasics via damage, why not go all in on crippling their mana base rather than hurting them a little? Once they can't cast spells, there shouldn't be much resistance, not to mention it's counterbait for blue.

What is your meta like? That can help determine cuts better as well as I don't know what silver bullets you may or may not need.

Peoyogon on How Many Dual Lands Should …

3 months ago

Like FormOverFunction said, do be careful about those non-basic punishment cards. This will really depend on your local meta/specific play group. I used to be that player who punished those aggressive or ‘greedy’ land plays and, as a result, won quite a few games with either a Ruination, Blood Moon, Burning Earth, or (my personal favorite) Price of Progress.

Omniscience_is_life on Are Lands Just Too Boring?

3 months ago

It's easy to imagine the NEO lands as being functionally better basics, but they can't be fetched, they're hit by Blood Moon, and they count toward things like Price of Progress. Plus, in non-singleton formats, you get Strip Mined if you try and play two of the same, which is obviously very damaging.

I definitely find them quite good, but I'm not too worried about basics getting phased out.

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