|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Fifth Dawn (5DN)||Common|
|Promo Set (000)||Rare|
|Promo set for Gatherer (PSG)||Uncommon|
Combos Browse all
Draw a card. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Serum Visions Discussion
5 days ago
Path to Exile and Mana Leak operate on different axis. I would suggest replacing the Mana Leak s with Remand s. I really like the build! One other suggestion would be perhaps finding a place to fit 3-4 Thought Scour s in by removing some amount of Opt s and Serum Visions .
5 days ago
ManaLink1. Competitive Less decks usually follow along the lines of something as follow:
Play lots of Mana rocks
Play lots of wheels and counter spells until you find the wincon
Play Timetwister to reset and wheel if you need cards in your graveyard
Play Comet Storm
The deck used to be more consistent as you could use isochron with a counterspell imprinted and Paradox Engine to almost guarantee that you would go off, but the recent banning of engine means that it's quite a bit harder to do.
If you really want to increase your competitive viability though, you definitely need:
And essentially, remove most of your more expensive counter spells for cheaper ones that target other people's counterspells. Your goal is to combo off and not care much about what other people do. So, if someone counters one of your combos, you need to have the Mana and correct counters to respond. Cards like misstep allows you to counter other people's counters without any mana which is huge. The others help you find your answers by deck thinning essentially.
Lastly, you could do with some better lands if you really want to be competitive. Honestly, a lot of people run fetches so that they can grab all of the shock lands or original dual lands which Mana fixes them but also thins their deck. You also need more ramp just in general. This could be done with:
And just generally more moxes. The only one I'd remove is Mox Amber since you rarely actually want Kess out unless you absolutely need her.
Best of luck!
1 week ago
I think this deck can do ok against modern decks, but your current budget restrictions (i see you’re also missing Serum Visions ) will hurt, and will make winning reliably a lot harder.
1 week ago
I took another look at your deck this morning after a cup of coffee and if you're interested, this is what I think I would do.
Do away with the Contagion Engine . Far as I can see, they're the only reason you're running 25 lands, which isn't ideal when all of the rest of your spells are a cmc 2 and 3 primarily.
Proliferating doesn't help Thing in the Ice Flip but a great card for it would be Clockspinning it's a 2 for 1 on Thing in the Ice Flip since it's and instant and it also has the ability that remove an ice counter. Plus it also interacts with Ludevic's Test Subject Flip and Chasm Skulker .
Don't know if this is good advice or not, but you're getting it anyways. If you decided to make the changes, let me know how play testing goes
1 week ago
The biggest flaw I see in this deck is the lack of consistency. For the most part, you want to focus on running many 4 copies of most cards (perhaps 2-3 if they have a higher mana cost).
Starting with cards that can win you the game:
Thing in the Ice Flip, which you have one copy of, is a rather potent card that has strong synergy with the remainder of your deck. It comes down early, where it is a good blocker, and then clears way to attack for a large amount of damage fairly quickly. I'd consider running four copies of it.
Frankly, that's about all you need in the way of creatures, unless you want to spring for the powerful, yet pricey Snapcaster Mage . The rest of your deck should be filled with cheap, easy-to-cast spells, so you can stall out the game and transform your Thing in the Ice.
To that end: 4x Opt is a must, as well as 4x Serum Visions for even further card draw. Rune Snag , Mana Leak , and Remand are all solid options for counters in Modern. Archmage's Charm and Cryptic Command are both good for having 2-3 copies of, though you don't want to run a full 4, since you would rather not draw them on turns 1 and 2. Vapor Snag and Unsummon are decent tempo cards, though they're a bit more effective in a deck with more creatures.
For cuts, I would get rid of any conditional counterspell or counterspell with a CMC of 3 or more, other than those outlined above, and any tempo card that does not cost 1. Then I would cut the creatures down to those outlined above.
Alternatively, you could go for a more midrange Blue deck with a greater reliance on creatures. I can provide some suggestions for that strategy, if that is the path you wish to go down.
2 weeks ago
If you are already using Thought Scour in your deck, consider running 4 copies of Rune Snag . I use it in my mono blue delver deck. I prefer it over Mana Leak since it can be less of a dead card in late game.
Also, for a delver deck, you need to run less creatures in order to make the flipping reliable. I have found 12 creatures to work for me.
Check out my take on JP's Izzet Delver (which I tore apart in favor for mono blue) for other suggestions, and a sample sideboard.
3 weeks ago
I'm down for that.
Concerning counterspells, a lot of my opinions of counterspells in modern are shaped by the old meta of Humans and Phoenix. Phoenix ate the hammer and Humans has basically died. Looking at the metagame, counterspells look really good right now. So they are probably as good as you say and my reluctance is an artifact of being out-of-touch with the meta.
I do want to say that counterspells are a terrible way to answer creatures. Creature-heavy decks tend to rely on Aether Vial and Cavern of Souls . Again, Humans is basically gone, so you can actually mana leak creatures again, but I'm still wary of the lingering anti-countermagic cards. Spell Snaring a Tarmogoyf , Stoneforge Mystic , or Eidolon of the Great Revel are among the best feelings in modern. Especially Eidolon. Historically I've loved Terminate ; these days Dreadbore is decent.
Targeted discard I can swing over and agree. If you're trying to set up to slam Bolas, discard spells look a lot better.
I still disagree on cantrips. They are good precisely because you have diversity in your answers. You will invariably need to find a particular card or card type. If you need to kill a Tarmogoyf, then you want to use your cantrips to find Fatal Push and avoid hitting, say, Inquisition of Kozilek or Mana Leak when it's already too late. Opt is very lackluster in general. I'd play Serum Visions instead. It feels so much better to cast. Sorcery-speed is fine; especially if you already have Inquisition and Thoughtseize.
I still think Vraska's Contempt is standard crap. It seems very very mediocre vs Jund. Against Jund, efficiency is where you can stay ahead. That matchup is won by trading favorably early (spell snare the Wrenn and Six , bolt the Bob, push the Scooze, mana leak the Liliana), and then pulling way ahead with Snapcaster Mage , Kolaghan's Command , Cryptic Command , and planeswalkers. Vraska's Contempt is so mana-inefficient. And it doesn't do anything meaningfully better than Lightning Bolt .
On the flip side, there are so many problems with Vraska's Contempt vs Tron, and that approach to Tron as a whole. Without testing the matchup, I expect that your Tron matchup is nearly unwinnable in game 1. Even if you can counter the planeswalkers, they will get you with Ulamog or Wurmcoil. In the long run, they almost always have more threats than you have answers. I have found that keeping them off of tron is the best way to beat them, but it's never better than 50/50.
Going 14 turns is fine, but the big mana decks love to feast on this style of deck. Especially Amulet Titan and Tron. Amulet Titan can fetch Cavern of Souls to push Titans through, and once the chain starts it's almost impossible to keep up with removal spells.
Serum Visions occurrence in decks from the last year
All decks: 0.81%
UR (Izzet): 16.0%
Commander / EDH:
All decks: 0.03%
UR (Izzet): 0.49%