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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | 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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Stormcarved Coast
Land
This enters tapped unless you control two or more other lands.
: Add or .
zelous666 on
Ping-A-Ling
5 months ago
Thanks for the upvote.
Electric Seaweed looks like it fits at first glance, but it has 2 drawbacks compared to other cards already in the deck. 1. It costs 4 mana as compared to most of the others that only cost 3. The haste is nice, but a few of the others have that as well at 3 mana. 2. A big drawback to this deck is that i have to worry about doing any damage to my own creatures or player. Ghyrson Starn, Kelermorph doesn't care if it is damage to opponent or not when he adds to it and neither do the deathtouchers. The fact that Seaweed's 1st turn trigger ability isn't a "may" ability leaves me open to board wipes from my own creature.
I tend to play with 1 opponent as often as i play against more so i actually made a point to remove the lands like Training Center that come out untapped with 2 or more. This deck is also super bent on the 3 CMC so the Stormcarved Coast actually works out pretty well with it more often than not.
Thank you for the suggestions. They are always appreciated. If you have anymore i'd love to talk about them.
clayperce on
Ping-A-Ling
5 months ago
Extremely cool deck; big +1 from me!
Looking at recent sets: Electric Seaweed, maybe?
Also, I'm not a fan of lands like Stormcarved Coast; they always seem to enter tapped for me at the most inconvenient times! Maybe a Training Center instead?
Cheers!
legendofa on Improve my Magus Lucea Kane …
2 years ago
You can copy it into the deck editor here. It's pretty common practice to have the same list on two different sites.
There are good land options outside of shocks and fetches. Depending on how much money you're willing to invest, there's the pain lands Yavimaya Coast, filter lands Cascade Bluffs or Mossfire Valley, scry temples Temple of Mystery, check lands Hinterland Harbor, slow lands Stormcarved Coast, bond lands Spire Garden, any number of simple "enters tapped" dual lands that have their own nicknames, and more. Most of these have every two-color combination, so you can get all the colors you need. Then round out with Frontier Bivouac and Ketria Triome.
ThassaUpYo@ssa on
Anyway I Started Blasting
3 years 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
scotchtapedsleeves on
3 years ago
Icbrgr Cycling lands are definitely not your friend unless there's some other interaction.
With that in mind I'd take out: Desert of the Fervent Desert of the Mindful Blasted Landscape Smoldering Crater Remote Isle Forgotten Cave
Could replace those with: Training Center Silverbluff Bridge Cascade Bluffs Riverglide Pathway Flip Spirebluff Canal Sulfur Falls Steam Vents Shivan Reef Stormcarved Coast
Storm the Vault Flip is another card that looks fun.
Generally I'd be wary of including too many tap lands. Better to have a basic land that you can tap that turn than a land that enters tapped that you have to wait for. Basics are your friend!
axxein on
4 years ago
For the Mana base there's always the fetchlands, there's ancient tomb, urborg tomb of Yawgmoth, crumbling necropolis (comes in tapped but taps for all 3 colors.), the double sided lands like Riverglide Pathway Flip which are basically basics once they ETB, but you pick what they are, The checklands, the slowlands like Stormcarved Coast.
Unlife on
Pioneer Phoenix (RCQ Ready)
4 years ago
I've got no specific ideas but some general things. I'm not sure what your wincon is. I'm assuming its attacking with a creature, but with only nine in the main, that feels way too low. Consider Delver of Secrets Flip, and maybe bumping up to a full playset of Thing in the Ice Flip. All of your instants and sorceries are are at 2x-3x, you've got no playsets. Definitely look at adding some and cutting others, maybe a full set of Izzet Charm, which are flexible, as well as Opt/Consider. Manawise, if you can run the full set of Fabled Passage, they can help fuel your Treasure Cruise delve a bit. You're curve is fairly low, you could possibly go down to 19-20 lands. If you're having manafixing issues, look at Stormcarved Coast and Riverglide Pathway Flip. I don't have a lot of pioneer experience, so this comes from just my general experience with deckbuilding. I hope it helps.
zapyourtumor on
Grixis Cat Pact
4 years ago
Manabase.
You can reduce costs on your lands by cutting shocks and bad lands like Crumbling Necropolis for other decent dual lands. Here are some of my suggestions:
Painlands: Shivan Reef
Slowlands: Shipwreck Marsh, Haunted Ridge, Stormcarved Coast
Pathway lands: Clearwater Pathway Flip, Blightstep Pathway, Riverglide Pathway
Temple lands: Temple of Malice, Temple of Epiphany
Of course, if you can afford them I'd keep in as many shocks as possible, but crumbling necropolis isn't great. I removed brackets around some of the lands because I ran out of suggestion space.
Core Cards
Harmless Offering is only good if you have something to donate, which is why I suggest going down to 3 at most. In my version I actually only play two, which I doesn't really make sense until I introduce my next card suggestion...
Teferi's Time Twist: This card definitely requires a bit more of a build around, but my deck ran 3. Why is it so good? We can use it to reuse our Demonic Pact at instant speed, which means we now have 5 cards that prevent us from losing to pact. This means it gives us a 4 CA swing + 4 life + removes something for only 2 mana. It also synergizes well with other cards like Phyrexian Scriptures and Snapcaster Mage (although the latter is pretty expensive).
Abyssal Persecutor isn't good enough, in my opinion. The ceiling is only a 2BB 6/6 flyer, and the plan of reducing your opponent to 0 life and then destroying/donating it seems pretty dubious. And if you donate it to your opponent ahead of time, they have tons of ways to answer it, such as removing it themselves or sacrificing it. Removing Persecutors would help to focus your deck a bit.
Control Package
In general, I'd say you have too much dig and tutors and not enough control pieces.
Counterspells
3-4x Counterspell seems like a no-brainer. Yes, it is slightly harder on the mana than Mana Leak, but it is just so much better. It's also not that expensive (unlike Cryptic or Charm).
Drown in the Loch is a very good removal spell and counterspell in modern for any UBx deck, I'd run at least three of these as well. Drown and CS let you also cut Mana Leak.
Removal and Sweepers
Terminate is a decent card, but not super efficient and efficiency is important. Lightning Bolt is a staple removal spell, and also gives you an alternate win condition of burning them out with Demonic Pact, flickering pact multiple times, and bolts to the face. It's rare but it has come in handy for me before.
Fatal Push is another one that's worth a few spots. Remember, if you run Drown you don't need as much other removal.
I do honestly like Radiant Flames in this deck, I've run some in my pioneer version for a while. Straight Damnation may be better, but Flames lets you curve out into Pact.
Discard
Duress is not good. Thoughtseize is really expensive, but Inquisition of Kozilek is quite affordable, a great card, and also just a really good modern staple in general. I'd pick up 4 for sure. You frequently want to take cards with 0-3 cmc anyways, and the life loss on Thoughtseize hurts.
Tutors and Dig
Expressive Iteration is modern's premier card advantage spell right now. While it isn't always great with counterspells, you can frequently exile a removal spell or a pact or something else to cast on your turn. I would cut the other dig/draw spells for more of these.
Painful Truths is honestly not bad. It may be better to relegate 1-2 †o the sideboard for slower, grindier matchups, but it seems too slow for the maindeck. Dark Petition seems ok but I don't think it's good enough either.
Memory Deluge is a great instant speed dig spell for any control deck. I'd replace the Petitions and stuff with these. You shouldn't need any dig past EI and Deluge.
Other stuff
I do like the idea of Persecutor as an additional win condition that wins through combat damage, but something less combo oriented seems better to me. My pioneer deck ran 2 Sprite Dragons along with some Bloodthirsty Adversary in the side to be able to win through combat. Murktide would be a good choice for an alternate wincon but it's pretty expensive. I think Sprite Dragon or maybe Dragon's Rage Channeler may be decent sideboard choices for this role.
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