Can't Lose

Modern wheels47

SCORE: 1 | 4 COMMENTS | 338 VIEWS | IN 1 FOLDER


wallisface says... #1

This gameplan feels super risky. If your opponent can ever play a bigger blocker than your angel, then i’m not sure you have any way to win. But outside of that, you’re also not interacting with your opponent really at-all, which us normally a recipe for disaster.

With the amount of interaction in the format at the moment, i’m also worried for the angels safety, especially as the deck isn’t really doing anything without her.

November 23, 2022 9:55 p.m.

wheels47 says... #2

wallisface The plan if I can't win with damage is to deck the opponent, which is something I'm comfortable with. The angel is usually in the most danger right when it comes out, but as the game goes long the lock usually outpaces the opponent's ability to break it.

The deck is not interactive at all, but it can freely ignore anything not relating to removal. And it doesn't just sit for four turns--Glorious End, Chance for Glory, and Angel's Grace can functionally turn a T4 angel into a T3 angel, and it has ramp with Strike it Rich. And once the angel comes out, Glorious End and Pact of Negation become powerful counters, especially if you can stick Pact (or Blacksmith's Skill) on Isochron Scepter.

I'm also worried for the angel's safety--the success of the deck hinges entirely on it. I suppose you've identified some of the challenges of the deck, but I would be curious what specifically you would change to address them.

December 5, 2022 8:56 p.m.

wallisface says... #3

I guess my concerns stem from an already established "hard to kill"/"pillow fort" deck, Ad Nauseum, struggling to stay alive despite having a LOT more resources at their disposal to do so effectively (yes, I get these decks are very different from one another, but I would say that Ad Nauseum has a more reliable gameplan, and still struggles to get 0.1% of the meta).

I think the biggest hurdle you're going to face realistically is getting Madcap Experiment into your hand to actually start all of this. You need that card to start enacting your plan, but you have no real card-draw in the deck, or no practical way to fish it out. And a lot of your cards are doing nothing until it's in play.

Comparing this deck to Indomitable Creativity (again, not a fair comparison, but a useful one, as they also rely on a single playset of a card), the deck does well by being able to maintain interaction, tempo, and card-draw to stall out until they get the card they need (Indomitable Creativity). I would say for your deck to perform well/better, that is a good path to go down. Try to worry a little less about maintaining the combo, and ensure that you can reliably get it running. Being able to have a good swath of tempo/card-draw spells as well as early-game interaction will be able to help ensure you can actually find a Madcap Experiment to cast. From there, it's just a case of maintaining the tempo advantage and stopping whatever counterplay your opponent might have.

December 5, 2022 10:56 p.m.

wheels47 says... #4

wallisface I agree that finding Madcap Experiment is a concern. I've recently been experimenting with dropping the other creatures and adding Indomitable Creativity, which has been promising, but not necessarily the strict upgrade I thought it would be yet. But I don't think I have my creature or artifact token generators quite right yet. I'm using Pact of the Titan, which has just not been good.

I think the comparison to Indomitable Creativity (the deck) is an interesting one, but I think the important difference is that this deck is much more of a combo deck than Indomitable Creativity is. The angel payoff is arguably higher than the archon's, but the archon doesn't immediately lose you the game when it leaves play. Maybe more card draw would help me draw into more protection for the angel, but I don't think more early-game interaction is the way to go.

January 5, 2023 12:26 p.m.

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