Vindicate

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Legality

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
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Vindicate

Sorcery

Destroy target permanent.

Ersatz_Mageta on Modern 8 rack/ control

2 weeks ago

Love the idea of Flagstones of Trokair. That can certainly be an addition to the manabase, especially now that I've converted it to a creatureless deck with Smallpox.

I know Fatal Push is a great card, but I just don't know about it in this deck. Besides the fetchlands, I don't know what permanents I'll have leaving the field at instant speed. Honestly, I'd be more inclined for something like Cut Down, but I love the slower, more universal approach of Vindicate and Anguished Unmaking. Vindicate is never a dead draw because in the late game you can always just nuke a land and cut off more resources.

My big question once the cards come in will be how many "rack like effects" will be needed to truly achieve the sweet spot. Urza's Saga just feels like a tutor for a rack, which is nice, but also feels out of place for the lack of artifacts.

wallisface on

2 months ago

This seems pretty decent for a budget brew - so good work!

My thoughts on things to improve are:

Jimmithee on Apple Accessories, Now with Malware

3 months ago

Vindicate for that sweet sweet universal removal

SufferFromEDHD on Tomik's League of Extraplanar Gentlemen

3 months ago

Legions to Ashes, Vindicate and/or Vanishing Verse to round out your Orzhov removal playset

Honor-Worn Shaku turn your planeswalkers into mana rocks

Norn's Choirmaster consistent proliferation

wallisface on Modern Vampire/lifelink

3 months ago

Specifically building around Sorin, I would suggest something like the following:

wallisface on Modern Vampire/lifelink

3 months ago

MotelWifi just to explain why these cards you've mentioned aren't particularly good choices:

  • Merciless Eviction costs a LOT of mana, but as you're a creature deck, isn't good at-all for removing creatures (as it also removes your own). As your opponent won't ever have more than one planeswalker in play (its rare to ever see two), so mana-wise it's much worse than just using Vindicate.

  • White Sun's Twilight again requires a LOT of mana to do anything. With 22 lands you can't rely on drawing more than 4 over the course of a game - which would mean only being able to cast this where X=2, making it do almost nothing. Generally any combos you try pulling-off need to have the vast majority of the cards costing very-low mana, so that you can assemble the pieces easily - requiring both Rhox Faithmender and Sanguine Bond is going to be using a lot of late-game turns, and will likely mean the game is over before you can combine these cards.

  • Sorin, Lord of Innistrad is a good card, but you're only running a single copy, so there is no chance at all of reliably playing it in any given game (if most games last until turn 5-6, which is common for modern, you're only seeing it once in every 5ish games).

If you're planning on building the deck around Sorin, Lord of Innistrad, then I think you want to go down the heavy-interaction route. Sorin has the ability to win the game on his own if given enough time, so you just want your deck to be packed with spells that kill-off your opponents board and waste time, so that Sorin can get as much time to gain incremental value. But also, if you're building a deck around a card, you really need 4-of that card in the deck.

wallisface on Modern Vampire/lifelink

3 months ago

MotelWifi the big problem with your revised list is that your mana curve is still waay too high - decks often can’t justify more than 3-4 cards costing 4-or-more mana, and you’ve got 15. Your revised list also still has almost no 1-mana cards, which means you’ll often be starting a full turn behind your opponent.

And finally, 63 cards might not seem like much over 60, but every card over that 60 number is weakening the deck & making it less consistent.

A good tip for new players for deckbuilding is to pick 9 cards and run 4-of each of those (for 36 cards) alongside 24 lands. The mana costs of those 9 cards should look something like 1,1,1,2,2,2,3,3,4.

For an example deck and/or inspiration, if I were building a White-Black vampire deck, and trying to keep to your budget, it’d look something like this:

Now, this list is by no means perfect, and could still do with more thought, but it covers some important points:

  • the mana curve is efficient/low
  • most cards are run as playsets (4-ofs) to keep the deck consistent
  • the deck is just 60 cards
  • there’s a good selection of turn-1 plays
  • the cards work well with one-another
  • the lands enter untapped, so you don’t lose tempo
  • the deck has ways to both pressure the opponent while also disrupting them
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