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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
When this enters the battlefield, you gain 2 life.
: Gain .
4 months ago
There's going to be one big issue this kind of deck is going to face - you're constantly putting yourself at a large card-disadvantage, which will mean in the long run, you'll run out of resources, and your opponent will rebuild.
I get that you have Jace's Archivist as a way to get more cards, but with the sheer quantity of 1-mana killspells in modern, it feels like it'll never resolve its ability.
Note also, that because of fetchlands, your opponent can play-around what you're doing (i.e. only fetch when the mana is needed, or if targeted) - meaning that most opponents will be able to cast any spell they want in their deck with relative ease.
As one final point of problem, you have no current way to close out the game. Without a way to quickly win, your opponent is almost guaranteed to stabilize at some-point, and then beat you.
There's no easy answers to these problems, but here are some thoughts:
Bounce cards inherently put the caster at a disadvantage, because they're losing a card, and the opponent by-default isn't losing anything. To provide you some staying power, and a chance at an actual lock, I'd recommend running Isochron Scepter. While this card is fairly risky to play in modern (due to the chance of getting 2-for-1'd), I think its your best bet for being able to set up a continual source of bouncing.
You need a reliable way to actually win the game, before your opponent stabilizes (because, they will). I think a good candidate could be Deep-Sea Kraken, as it's very hard to remove (doesn't die to Prismatic Ending, Fatal Push, or Lightning Bolt. Admittedly Unholy Heat does pose an issue, but it's still pretty resilient)
I think you need a few more 1cmc cards to prevent getting overwhelmed right at the start of the game. Void Snare is decent, so I'd think you'd want a playset of that, alongside something like Unsummon or Vapor Snag. I do get that you want to focus on lands, but there are a LOT of 1-drop creatures that could blow you out of the water if left unchecked.
I think Remand is better than Counterspell here. You don't care that your opponent will get the card back in hand, because you're hoping their hand will be full anyway. And Remand helps you keep cards in your hand, so that you can keep the momentum up.
I don't think you need Radiant Fountain. The extra life is never going to swing the game either way imo (if you can't get the lock, you're screwed whatever your life total). I think a bigger threat is drawing too many lands and so running out of options. I'd suggest just playing 20-21 islands, and no Radiant Fountain. You'll be able to do more with the extra 2-3 spells than some lands that offer the wrong colour.
4 months ago
First off, love the concept as I have something played with a similar deck but it has diverged a lot from a its original lifegain strategy.
A few things I could suggest with my experience with mono-decks and cats are the following:
Lands - Maybe add Nykthos, Shrine to Nyx as your devotion to white is going to be pretty high. Another possibility would be Extraplanar Lens as you will likely have a lot of basic plains and that is a good way to increase your mana pool in your situation. Radiant Fountain would be a great replacement for Kabira Crossroads as it does not enter tapped and you should have plenty of other ways of getting mana.
Ajani's Welcome would fit in nicely considering your heavy focus on gaining life to pump creatures or win.
I would recommend dropping Spirit Mantle for more removal spells. it just seems pretty lackluster.
The last thing I would mention is that protection from a color is handy at times but it does not provide 100% protection. Board wipe spells such as Damnation or similar spells that do not have any particular target ignore protection. With that said, protection still does have its benefits but just keep in mind it is not foolproof.
4 months ago
I didn't know the Radiant Fountain but I'm going to try Orzhov Basilica, the objective was to gain life and trigger Marauding Blight-Priest, the mana curve I don't know if it's good but I'll let it test like this. I think Sanctify will run better, I always want to activate Seeker of the Way Prowess and attack. Era of Enlightenment Flip, Sunblade Samurai, Lotus-Eye Mystics are cards that can come out. this week I will test the deck and give you some feedback, thanks.
4 months ago
That's good, because it's mainboard artifact/enchantment removal, if your opponents don't have any, you just target your own indestructible land, so, keep the land, and get the heal effect. Double function card in your mainboard. You side it out when you need something else more.
What I don't get is, why do you play Seraph Sanctuary? Is it just for the extra lifegain? Because if so, Orzhov Basilica might still be better, because, you bounce Scoured Barrens and then play it again, gain life again, and you have more mana, and not in colorless. And that works for Bojuka Bog too, you bounce it back with Basilica, play it again, remove a graveyard again. It's not your main plan, but can be annoying for players who mind their graveyard.
Also, there's Radiant Fountain. That's also just colorless mana, but still better than Seraph Sanctuary.
7 months ago
Utility Lands I would add: Temple of the False God, Radiant Fountain, Castle Ardenvale, Castle Locthwain, Command Tower, Caves of Koilos, Orzhov Basilica,Rogue's Passage, Seraph Sanctuary, Temple of Silence and Labyrinth of Skophos
9 months ago
Welcome to MTG! I'd start by getting down to a 60-card deck as you mention. Just increases the chances you draw your best cards. To get there you need to remove 9 cards, which should be non-lands IMO.
- 4x Feed the Clan (this is a good sideboard card but gaining life at the expense of a card is not where you want to be in most aggro decks)
- 4x Harmonize (this is just not a great rate for 3 cards, there are better things to do)
- 1x Llanowar Tribe
So that gets you down to 60 cards. I'd also make at least one further swap: to get more card draw back in there, I'd swap the remaining Llanowar Tribe for either 1x more Lifecrafter's Bestiary or Return of the Wildspeaker, which is a really neat modal spell that should net you a lot of cards with your big hydras, or it can close out the game.
There are also some upgrades you could make to the lands, if you'd like. I'd start by removing all the Radiant Fountains - again, gaining life isn't that important, and it's really bad to have a hand of 2x Radiant Fountain and a hand full of Llanowar Elves!
I'd swap them out for as many Lair of the Hydra you can afford. You could put in a few Treetop Village instead, but Hydra is better because it comes in untapped, eats up your extra mana, and is on theme!
Otherwise, looks like a fun and solid core for a deck. You've got a good manabase and ramp package, and you can just fill in the "top end" with cards that you like, as you've done. Have fun!