Argent Control
Modern
SCORE: 43 | 59 COMMENTS | 5421 VIEWS | IN 11 FOLDERS
Big Rework —Oct. 17, 2018
A recurring problem I was having was not having the spell density to consistently remove artifacts or creatures, or counter spells. Snapcaster Mage
helped a little, but wasn't that impactful. Mission Briefing was a bit better, but then I lost board presence. If I boosted the number of raw spells I had, I made the creature base weaker, and had to cut into the Coating package. I didn't want to do any of those things.
In my frustration I added Isochron Scepters, and converted the spellbase to all instants, and under 2 cmc. What started as almost a joke turned into one of the strongest versions of this deck yet.
I carried over the Thing in the Ice Flips and Young Pyromancers from the old deck, which now proc more often because the spells imprinted on the scepter are cast each time.
So not only is the deck stronger, it is also stupidly fun, which is about all I could ask for.
Abrade: This is one of the most powerful spells to imprint in the deck. Having regular artifact removal is awesome, but having the ability to kill a ton of staple creatures each turn is great. This is so good I almost never imprint Bolts because they are weaker on the scepter.
Boomerang: Bounce lands, manadorks, enchantments, anything you want.
Delay: This isn't that great on its own, especially because suspended creatures gain haste, but imprinting it on the Scepter means you can just continue to push the opponent's spell package into a suspended state, and then every turn re-suspend a spell coming out of exile.
Izzet Charm: 3 modes, all of which are amazing to have imprinted. The third mode is especially nice with the loss of Faithless Looting.
Lightning Bolt: I try to avoid putting these on the scepter, which is actually good because I don't have such a deathgrip on them anymore. Can always be re-cast with...
Mission Briefing: Just a stellar card to have imprinted. Every turn sculpting your next draws, triggering TiTi/YP, and flashing back a card for 2 colorless is just too good.
Muddle the Mixture: This was good before, and now it is just great. Can tutor for almost anything in the deck, but when imprinted can now protect from almost all the removal Modern has to offer. I'm gonna try to get this up to a 3-4x.
Surgical Extraction: Oh boy, this is ridiculous. With all the counterspells and removal flying around, moreso than ever the opponent's graveyard is full of spells. Imprinting this means no more losing life to it, and you slowly pick your opponent's library, GY, and hand apart. Especially with humans where Mantis Rider, Meddling mage, Reflector Mage, Kitesail Freebooter, and Cavern of Souls are serious threats, this really does a great job of pulling that apart.
Voltaic Servant is probably just too cute to run. When everything is out and working well untapping a Coating or Scepter is awesome, but I only have 8 artifacts. The best alternatives are either Stormchaser Mage or Crackling Drake, but a 1x Phyrexian Metamorph seems like it could fit really well also.
Experimenting with 3-4 Field of Ruin in place of Blood Moon has gone very well. What I noticed with Moon was that, at least in this deck, it only barely slowed a lot of opponents down. Sometimes it shut them down, but others it had almost no impact, and I would just side it out. Going to playtest with Ghost Quarters too, but I think losing out on the basic land is going to hurt too much when I am only running 20 lands. Who knows, maybe I will end up back on Moon and I can start calling the deck Argent Moon again, haha.
Lightning Helix may be the best scepter target in the game, and I would very much like to run it, but I'm not sure if the landbase can handle it. If I did add it, I think adding some white cards like Silence to the sideboard may be in order. The same question comes up when I think about Assassin's Trophy. Could I even run them as a 1x with no land colors to cast them and hope I land the imprint?
I think this needs just two more MB counterspells, and maybe another couple in the side to switch out, like for when Spell Snare or Vapor Snag have nothing to hit. Not sure which would be best though...
I'd still like to run a few (like 2 max) Cryptic Commands, if I can find a spot.
I need SB answers to Chalice of the Void set on 2. Any ideas?
Liquidbeaver says... #2
Flooremoji: Thanks for commenting! I had Splinter in my original list, and casting it was so, so satisfying, but there were so many times I never got to cast it. I think it is worth dropping a Manamorphose for at least one though!
September 28, 2018 2:26 p.m.
Liquidbeaver says... #4
After doing a bunch of playtests where I tried to Jeskai as well, I concluded that the deck is a lot more solid as predominantly Izzet, with a tiny splash of green just because Ancient Grudge is ridiculous.
Also decided on a transformative sideboard, and brought in the Saheeli Rai infinite mill and infinite damage combos. Normally decks pulling off this combo just shoehorn the Liquimetal Coating in and try to stall until they get their combo out. With mine I can actually use the Coating while I wait, and Argent Mutation can also get the combo started.
Going Izzet also allows me to drop a few lands and add Field of Ruin for even more land control.
I am very happy with how the deck is progressing, and hope to have it in a solid enough place soon to buy it and take it to FNM!
September 29, 2018 3:37 p.m.
Liquidbeaver says... #6
Dropping 2x Argent Mutation, and trying to pick between these options:
2x Sculpting Steel - Copy any permanent with the help of Coating.
2x Myr Landshaper - More opportunities for land destruction.
2x Spellskite - Great chump blocker, and can protect combo pieces or even me.
2x Bedlam Reveler - Little more end game insurance.
2x Isochron sceptar - Lots of copyable effects
2x (Counterspell/Draw/Control/Removal?)
Any thoughts?
October 1, 2018 3:39 p.m. Edited.
Could you please explain the infinite combo a little better? I don't easily see it.
October 1, 2018 7:19 p.m.
Liquidbeaver says... #8
Sure thing!
So the best starting hand possible for it would be:
Island/Island/Mountain/Altar of the Brood/Liquimetal Coating/Saheeli Rai/Whatever
T1: Land + Altar
T2: Land + Liquimetal
T3: Land + Saheeli
Step 1: Target Saheeli with the Liquimetal.
Step 2: Use Saheeli's -2 ability, targetting herself. She makes a copy of herself that is an artifact in addition to it's other types.
Step 3: When that new Saheeli comes into play it triggers Altar, causing the opponent to mill 1.
Step 4: You now have two Saheeli's and have to sacrifice one due to the Legend rule, so you sacrifice the old one.
Step 5: Since the new Saheeli is already an artifact, Liquimetal being tapped already doesn't matter, so you target her with her own ability again.
Step 6: Repeat Steps 2-5 infinite times.
Step 7: Pass the turn. When the opponent goes to draw and are out of cards in their library, they automatically lose.
You can replace Altar with Reckless Fireweaver for infinite damage, although it will take an extra turn to set up, although they die instantly. You can replace Liquimetal Coating with Argent Mutation, but that will also take an extra turn to set up.
October 1, 2018 7:54 p.m. Edited.
Unless you are constantly drawing Islands, I would suggest you to not run Cryptic Command, as you won't be able to cast is easily and consistently.
October 2, 2018 9:13 p.m.
Liquidbeaver says... #12
Testing at 18 lands to see where the sweet spot is. 20 is definitely plenty for the amount of cantrips and digging the deck has. As long as the deck can run 18 without mulliganning too aggressively then I just opened up space for 2 more spells!
October 4, 2018 4:30 p.m.
Liquidbeaver says... #15
Yugginaut: No worries! It's a weird combo. I'll remove the comments.
Flooremoji says... #1
You should totally play Splinter!
September 28, 2018 1:53 p.m.