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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 |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Scalding Tarn
Land
, Pay 1 life, Sacrifice this: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle your library.
ASalesman on
Unesh, Ultimate Guide (Tribal)
1 month ago
Minor Tweaks:
- Replaced Sea Gate Restoration  Flip with an Island. Sea Gate Restoration is too greedy, better to simply have an Island in this slot for synergy with High Tide & Extraplanar Lens. You would much rather spend your 7 mana on something else.
- Replaced Prismatic Vista with Scalding Tarn because it synergizes with Mystic Sanctuary. No brainer because PV only fetches a basic land while ST can fetch any Island.
- Replaced Solemn Simulacrum with Metallic Mimic. I am going to be playing with this slot for a while because Solemn Simulacrum is slow; I am open to suggestions!
ThassaUpYo@ssa on
Anyway I Started Blasting
2 months ago
Bluelian! I've got some additional cards that I think we should consider and potentially work into your list to provide you with more wincons and card draw:
Solphim, Mayhem Dominus, Jin-Gitaxias  Flip, Electrostatic Field, Docent of Perfection  Flip, Counterspell, Mana Drain, Fierce Guardianship, Deflecting Swat, Blue Sun's Zenith, Electrodominance, Lightning Bolt, Increasing Vengeance, Rapid Hybridization, Force of Will, Valakut Awakening  Flip, Sublime Epiphany, Jeska's Will, Finale of Revelation, Crackle with Power, Banefire, Finale of Promise, Red Sun's Zenith, Seething Song, Mindsplice Apparatus, Primal Amulet  Flip, The Magic Mirror, Twinning Staff, Thousand-Year Storm, Double Vision, City on Fire, Ral, Storm Conduit, Riptide Laboratory, Temple of Epiphany, Cascade Bluffs, Stormcarved Coast, Scalding Tarn, Fiery Islet, Spirebluff Canal, Training Center, Reflecting Pool, and Plaza of Heroes
Potvuurka on
Jhoira of the GG no re
3 months ago
To remove any issues with your suspend cards being countered I would suggest running some counterspells. Preferably Spell Pierce, Miscast, Swan Song, Dispel. Since you don't have a way how to defend yourself I would play 8 of them at least in any combination. Perhaps Unsummon might be a good addition either at some point.
As someone suggested above Clockspinning, Jhoira's Timebug and Fury Charm are not good.
Cryptic Command is a great multipurpose thing.
For the lands, if you wish to stay budget you can use something like Shivan Reef, Swiftwater Cliffs. For the non budget of yourse Steam Vents and Scalding Tarn.
If you would use Unsummon or any other similiar effect cards, you might be interested in playing Braids, Conjurer Adept. She's slow but fun, and works without suspend.
Mainly, better threats for opponent. Something like Inkwell Leviathan, Pathrazer of Ulamog. Using suspend even Emrakul, the Aeons Torn could prove useful.
Then of course more your own card control / draw - Serum Visions, Opt, Fire / Ice
ViscountVonSausageRoll on
Jhoira of the GG no re
3 months ago
I think the deck isn't consistent enough because it doesn't have enough draw and/or tutors. Brainstorm is one of the best draw spells out there, but it's because of the way it interacts with shuffle effects such as Scalding Tarn or Mystical Tutor. This is because you draw 3, put 2 back, and then shuffle the deck-> ergo you are not drawing the 2 cards you put back. However, if we're not running lots of these shuffle effects it basically just cycles itself, because you're stuck with redrawing those two cards again. In this case I'd prioritize cards like Ponder & Preordain over Brainstorm.
That said, this seems to be a control deck. Win con is to get Jhoira of the Ghitu into play, then suspend a big spell to win the game. So the question of the deck becomes: How do we survive until we get her in play, and until the spell goes off, and how do we make sure we get her?
Survive: We're U/R so we have an almost overwhelming amount of options here. You could write a book on counterspells (Counterspell stops everything, Remand for tempo-draw if your opponents tend to play large spells themselves, Daze if you need the speed, Dispel is crazy good at protecting your stuff, etc)) We've also got nutty bounce spells like Echoing Truth, the classic Unsummon, and the mother of everything: the Cryptic Command
Since we're red I am somewhat perplexed that we aren't running 4x Lightning Bolt. It stops most early-mid game threats dead. We already have Propaganda x2, so that'll help us as well.
How to get her in play: Well, we're U/R, so our tutor options are somewhat limited, but off the top of my head we have: Step Through, Vedalken AEthermage, & Drift of Phantasms.
To make room, I'd recommend cutting Clockspinning, Jhoira's Timebug, Fury Charm. They don't do anything unless we have Jhoira of the Ghitu in play already, and if we don't they're just dead cards in our hand. Our suspend cards will go off a little slower, but if we have enough blue fuckery we should be able to survive long enough.
Land suggestions: If you can, see if you can get your hands on Steam Vents or Sulfur Falls if you're on a budget. Sanctum of Ugin could also help you get more late game threats in case one or more get put out of commission.
PS: Jokulhaups could be used to replace Obliterate. It's can be countered, but it can also be much more easily hardcasted.
Daveslab2022 on Harsh Mentor interaction
5 months ago
No, Harsh Mentor only affects activated abilities like Scavenging Ooze or Scalding Tarn.
An ETB effect is a triggered ability, not an activated ability.
Icbrgr on Starting paper Modern - Need …
5 months ago
I think my advice depends on what "playing Magic for a few years" means alongside with what formats are supported by your LGS... Surprisingly Pioneer is a format a have to drive nearly an hour one way just to play where Modern is at all the shops within 15 minutes from my house... it doesn't make sense to buy into paper if you dont have a venue to play is what im getting at.
I'm assuming that if you have been playing since War of the spark/Guilds of Ravnica then you should have organically gotten a decent start on a manabase via shock lands... currently the price of a Steam Vents vs Scalding Tarn are not too far off but once upon a time this fool spent over $70 for each scalding tarn and Im assuming those prices will go back up over time unless WOTC continues to reprint them... Basically what im saying here is lands are the best investment you can make regardless of if you choose Pioneer or Modern... I have wasted so much money on underpowered decks because I was too cheap to buy a proper mana base.... but as of now the new barrier of entry might just be Modern Horizons staples in general.
So depending on what kind of product you have been buying over the last "few years"... if you were getting Modern Horizons 1 & 2 and have got yourself fetches and stocks and triomes...then you should have it made...but if you have been buying structure decks and standard products Pioneer may be the better choice for paper magic... but also depends what your LGS supports.
Icbrgr on
+1/+1 Counters Zoo
6 months ago
Today its so wild seeing only about a $10 gap between fetches and shocks (depending on printings and various color pairings) about $20 for a Steam Vents and $25 for a Scalding Tarn is just so crazy to me... I bought shocks years ago when they we re just a couple bucks but man did I get hosed for buying fetches before modern horizons sets were announced lol.
sylvannos on
Hoax Storm v2
6 months ago
To start with, there's a few cards that have better Vintage equivalents. Overmaster and Spell Pierce should be the 3rd. and 4th. copies of Force of Will. Leftover space from cutting those can be Red Elemental Blast, Pyroblast, or Flusterstorm. You don't need Faithless Looting because we have Paradoxical Outcome, Sensei's Divining Top, Gush, Dig Through Time, Treasure Cruise, and Brainstorm to choose from. Merchant Scroll also belongs in here, because you can use it to grab Ancestral Recall at the very least. Usually you want it to make sure you have protection in hand by grabbing countermagic.
Library of Alexandria isn't good in this deck. And you're not the type that needs 8x sources, so Steam Vents can go, along with a few copies of Volcanic Island (1 or 2). Replace all of these with four copies of Scalding Tarn and basic lands. Or even just play 6x fetches. You need to be able to shuffle after using Brainstorm, Ponder,and Sensei's Divining Top.
From here, you have a solid U/R Storm shell. However, I wouldn't play straight "Modern U/R Storm, but Power 9" dot dec. 2 mana is a lot for Goblin Electromancer, there are easier ways of winning than Grapeshot, and so on. The question then becomes "Where to go from here?"
- Paradoxical Outcome is just the nuts. By bouncing moxen and cheap artifacts, it's a ritual (since you can replay everything for , untapping it all) and it's a draw spell. However, Paradoxical Outcome requires Mox Opals, Lotus Petal, Lion's Eye Diamond, etc. so you'll have to cut rituals (likely Seething Song). The upside is you get an extremely powerful engine that can often end the game with a single Paradoxical Outcome.
- Thassa's Oracle is the new hotness for Vintage combo cards. You can win the game by casting Brain Freeze on yourself, then casting Thassa's Oracle. It also opens up more combos using Demonic Consultation and Doomsday. Sometimes you've just drawn a bunch of cards and have ~3 cards left in your deck.
- Tinker is too good in Storm not to play it. You're either getting Memory Jar, Bolas's Citadel, Time Vault (Voltaic Key is already good in Storm when combined with Mana Vault and friends), or a random wincon like Sphinx of the Steel Wind boarded in for game 2. Bolas's Citadel will essentially flip the top half of your deck into play.
- You can also play draw 7s (Wheel of Fortune, Timetwister, Memory Jar, Diminishing Returns) in combination with Narset, Parter of Veils and Hullbreacher.
- Mana Drain is good, but you may find it too slow if you make any of the above changes. It definitely does more work in a more control-oriented Storm deck with Narset, Parter of Veils, Dack Fayden, Grim Tutor, etc.
- Lastly, there's the question of Underworld Breach, Yawgmoth's Will, Monastery Mentor, or some combination of these. Underworld Breach will mean you can stay in two colors. Playing black for Yawgmoth's Will allows you to play Dark Ritual, Cabal Ritual, Yawgmoth's Bargain, Necropotence, Doomsday, Tendrils of Agony, and hardcasting Bolas's Citadel. Monastery Mentor both scales up and goes sideways. A single token is enough to kill someone combined with Paradoxical Outcome or a draw 7. Monastery Mentor is like casting Tarmogoyf and Empty the Warrens for three mana and one card.
Hope this helps! Welcome to MtG's oldest and greatest format.
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