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Said on Too much card …...


Posting the current list will help people evaluate.

Also, what is all this draw actually getting you? If you’re drawing soo much, are you getting value for doing so? Does your deck have a way to combo-off and win before you mill yourself?

Also, what do you gain from having no maximum hand size? If you’re drawing too many cards anyway, what do you stand to gain from keeping excess cards around?

July 25, 2021 4:07 a.m.

Said on Please help:)...


In modern:

Some context around format, color restrictions, and what your deck is trying to actually achieve, will all be helpful towards people finding the card you’re after

July 25, 2021 3:43 a.m. Edited.

Said on manaless affinity...


Modern horizons 2 gave this deck Sojourner's Companion , which should help it to get more beefy creatures on-board.

The big issue the deck is always going to face, is that it is very gimmicky and crumbles the second it starts being interacted with. I’m not sure there’s much more you can do to make this super competitive though - the shell is pretty hard to build around when most cards in the game require mana

July 24, 2021 4:59 p.m.

Said on Factorio...


RNR_Gaming I can typically get ballista back with Academy Ruins or Buried Ruin , but there’s no real reason for me to play it on 0, or play it at all, till the combo is ready. I won’t Whir for it.

Urza, Lord High Artificer is a strong card, but there’s not a lot of room for cards to drop here, and he acts as more of an alternate wincon than i’d like - he validates the opponents killspells too much. I have been looking at Urza's Saga though, and’ll prolly look to include a few of those into the deck.

July 23, 2021 8:17 p.m.

Said on Esper Taxrazi...


RNR_Gaming Stoneforge is strong but i’m trying to avoid playing it for the moment. It doesn’t interact well with Spell Queller (as far as they hurt each-others tempo).

Prelate is a new addition to the list, and i’ll be trying to name whatever number hurts the opponent the most, which is usually 1, but comes down to the matchup. If i’m trying to stop a single threat, like Prime Titan, i’ll swap it for Meddling Mage game 2.

July 23, 2021 8:12 p.m.

Said on Withering Grist...


RNR_Gaming Grist is a creature everywhere except when its on the battlefield. This means we can CoCo for it, as well as Unearth it, but while it’s in play it’s just a regular planeswalker and not a creature.

July 23, 2021 8:09 p.m.

Said on Casually Creative?...


TriusMalarky quote: "I suppose I should of defined casual a bit better lol - basically, how much time would you think someone would need to invest to brew something totally unique that hasn't been done before? Also, at that point could the player truly be considered a casual? - like if someone spent literal hundreds of hours researching, brewing and fine tunning I don't think its correct to say they're a casual."

I think it's going to be a lot harder for a "casual" player to design a new deck that has competitive relevance, for a few reasons listed below:

  • Decks need to be aware of the existing meta. There's no point brewing a creature-removal deck if nobodies playing creatures, for example. If the brewer isn't aware of what is currently within their meta, they're going to struggle to build around this.

  • The Brewer needs a strong understanding of interactions, and what makes a card "good" (and how to work-around area's that aren't so good). A big part of deckbuilding is having a really strong understanding of how cards and decks are going to play. It's not realistic to make a nonsense 4-card-combo and call it a day. Without a really strong understanding of the game, and having played lots of games, it's going to be hard to brew something worthwhile - this means a casual player might not have the experience needed to make an amazing deck.

  • Decks need a lot of playtesting and iterations to find that sweet spot, and that is an investment casual players may not be willing or able to make.

  • Even if the casual brewer hits gold and makes an amazing deck first-try, the interactions within it may be complicated and cause a lot of game losses until the optimal plays are figured out. Often, when two decks face-off against each other, player experience plays a massive role in who wins. If the casual player doesn't have experience, they may struggle to get wins, and then feel like the deck is to blame for this, when really it is piloting.

For deck building, I would generally put people into one of 4 categories:

  1. people who brew garbage decks because they don't have a good enough understanding of the game. They may have patience/time to refine these decks, but not the skillset to do this meaningfully.

  2. people who brew alright/good decks but then don't have the patience/time to refine these down to something amazing.

  3. people who brew alright/good decks and then refine these to make them great/competitive.

  4. people who netdeck.

My interpretation of a casual player may differ from yours, though generally my own perception is that casual players love playing magic and tuning decks, but generally have a poor grasp of how to build something decent, so would fit into category 1 above. The best way to get out of that cycle, imo, is to borrow other peoples competitive decks and get good at piloting a range of archtypes. Good deckbuilders and usually good players.

to quote you again with your comment "but at that point could the player truly be considered a casual? After grasping card evaluation, reading articles, play testing, fine tunning and researching I feel that the time investment far exceeds the effort a true casual would put forth into something." - the answer is probably no. But just like chess, you can't expect a rookie of the game to suddenly win the championship. Doing good things requires time.

July 23, 2021 6:02 p.m. Edited.

Said on Casually Creative?...


I think it is easily possible to be creative and maintain a competitive deck, but it does take a good level of card-evaluation. Some cards will always be bad and aren’t worth considering. And some creative ventures need to take slight concessions to maintain power.

Almost all of my decks have been spawned from a place of creativity, while maintaining as much competitive power as possible, and the results have been strong:

  • I had built hardened scales as a deck looong before it was in the meta, or even a deck in general. I’m sure I wasn’t the first - but this was still a 100% creative venture that ended up becoming near-top-tier.

  • likewise, I’ve had this brew for a very long while, and did see someone make top8 in a televised competitive event with a very similar list years on. It’s a deck that has done me very well (though is increasingly struggling versus all of whites new exile effects).

  • I brewed a fight deck built around forcing the opponent to sac things to Phyrexian Obliterator . Yes, it does look very close to a typical Rock deck, but concessions had to be made for power here, and the end result is that I can still get fight-related wins while maintaining deck power.

  • I have had great success with an esper taxes brew that has far more good matchups than bad ones.

  • My most recent bout of creative deck building is in this -1/-1 counter themed deck. So far, playtesting it a bunch at my local store, and on mtgo, it seems to have a good win percentage, though does have a few terrible matchups (like Tron).

Overall, my belief is there is nothing stopping people from creating new and inventive builds - but you can’t expect any dumb gimmick to work, and also ensuring the deck performs well takes a LOT of playtesting and fine tuning (you’re going to lose lots of games till you figure out how to make it work).

Edit: to answer your bonus question, yes :)

July 23, 2021 5:02 p.m. Edited.

I would have thought Thought Monitor would have fit in well here as a 1 mana artifact that draws you two cards.

July 22, 2021 6:06 a.m.

DemonDragonJ instant speed opens up a lot of abuse options. For starters, it’d let you block attackers without any repercussions (before damage you just sac & upgrade your creature). They probably wanted to stay away from these effects abusing stall-tactics

July 21, 2021 9:39 p.m.

Interesting brew! Some thoughts:

  • It feels like a lot of this deck is going to struggle to do much of anything if you can’t keep a Fynn, the Fangbearer in play. I think running a playset of Traverse the Ulvenwald (and a healthy mix of card types to guarantee the delirium) could be a good option to guarantee your creatures can reliably hit for poison.

  • I’m also surprised by your choice of including fight cards. Yes they do let you trade any one of your deathtouchers for an opponents creature- but it’s effectively costing you two cards for one, and giving you less poison goodness to swing with. I would have thought Fatal Push would just be more useful in most situations.

  • I get the feeling Grisly Salvage is going to mess with your tempo and let your opponent stabilise, more than actually help you?

July 21, 2021 9:37 p.m.

Said on Combo Fog...


Some thoughts:

July 21, 2021 8:40 p.m.

Said on Assassin's Creed...


Some thoughts:

  • 17 lands is crazy low for pretty much any deck. Burn runs ~18 usually, and most their deck is 1cmc. Having any 3 or 4 drops your wanting to realistically cast should put you at 22 lands minimum. Keep in mind a bunch of your cards are fairly mana hungry even after they’re down, with morph and/or level-up costs.

  • Ultimate Price feels like a bad card, when you could be running more copies of Abrupt Decay and Assassin's Trophy . Nameless Inversion also seems bad, but I do get why you’re running that (i just don’t think the payoff is worth it).

  • I don’t see any practical reason for you to be running Corpse Churn . You don’t really fill the yard much and you’re creatures aren’t really worth reviving.

  • Duress is a really concerning card for hand disruption, because it can just auto-suck in a lot of matchups. I’d be tempted to leave it just in the sideboard, if your budget can’t afford the better hand disruption cards.

  • imo, ditch Sign in Blood . It costs you a turn and oftentimes will make your board position worse, not better.

July 21, 2021 7:10 p.m.

Some thoughts:

  • Modern is a very fast format, and so it’s very rare to see people playing cards above 4cmc. I would suggest trying to lower your mana curve, by dropping those cmc5 & 6 cards, and playing more stuff in the 1-2 slot.

  • even with the above, 20 lands feels very low. The majority of your cards require 3 mana, and without ramp I would expect such a deck to want 22-23 lands.

Some cards i can suggest that might be of interest to you:

July 17, 2021 7:11 p.m.

Also, I agree with Daveslab2022 that Urza, Lord High Artificer is likely the closest we’ll get. That card is already stupidly powerful and causes a great deal of grief, on its own.

July 15, 2021 12:08 a.m.

DemonDragonJ, yeah my sentiments mirror what Omniscience_is_life already said just above.

Outside of maybe standard, i’m not expecting any competitive formats to be using this creature, at all. But Cradle does see use in the formats its allowed in, and you can bet that if Cradle were printed into many of the formats it’s not, it’d probably receive the ban-hammer within months.

July 15, 2021 12:05 a.m.

I personally don’t see them doing this, purely because artifact interactions have a much narrower window of design before becoming busted. There are already a horde of cards that would make it go infinite, if it were an artifat. However, i don’t think the card would necessarily be broken, assuming the creature was 3 mana to cast, not an artifact, and only providing colourless mana. I still don’t see them printing it though, tbh.

You also mention Circle of Dreams Druid having a benefit for mana production, but in reality this card is significantly, significantly weaker:

  • being a creature instead of a land, it is susceptible to being countered or killed much easier.

  • being 3 mana to cast this heavily restricts its viability in multiple formats, and decks.

July 14, 2021 8:27 p.m.

Said on Simic - Blues …...


zapyourtumor I have to disagree. The two things it provides outside of combo are landfixing & land-ramp. This deck looks like it doesn’t at all need fixing. And for land-ramp, Azusa, Lost but Seeking does the job better. But also this deck isn’t really geared for land-ramp to begin with - i’m not seeing many scenarios where you’re going to have more than 1 land in hand after turn 3, and furthermore i’m not seeing many scenarios where you’d care enough to want to be rushing them out.

What i’m saying is, in this deck Dryad offers very little, and green has a lot of other strong creature options that could simply provide more value in the game. Personally, i’s have thought Ice-Fang Coatl would be a much stronger choice here, as it helps keep the hand full so you can more reliably play both creaturrs & lands each turn, as well as deter attackers.

July 14, 2021 3:57 p.m.

Said on Vengeful weirdos...


Probably not, I don’t see how you reach 6 mana before the game’s over. I think it’s a card you’d want to cheat out into play from your graveyard (with something like Persist ) instead of pay its cost, if you were really wanting to play it.

July 14, 2021 4:29 a.m.

Said on Simic - Blues …...


I’m not sure Dryad of the Ilysian Grove does enough for you here to warrant being in the deck. Normally when decks run him, its with the intention of comboing him off with Valakut, the Molten Pinnacle … i’m not sure he’s as useful outside of that shell.

July 14, 2021 12:06 a.m.






Modern - Modular, Modern - Rock, Modern - Mill



Modern wallisface


Esper Taxrazi

Modern wallisface


Withering Grist

Modern wallisface



Modern wallisface



Modern wallisface



Modern wallisface



Modern wallisface


Finished Decks 11
Prototype Decks 0
Drafts 0
Points 1725
Avg. deck rating 5.00
T/O Rank 18
Helper Rank 48
Favorite formats Modern
Suppressed formats Standard, Legacy, Pre-release, Unformat, Vintage, Commander / EDH, Pauper, Casual, Quest Magic RPG, Quest Magic, Block Constructed, Limited, Duel Commander, Tiny Leaders, Highlander, Penny Dreadful, Leviathan, 1v1 Commander, Pauper EDH, Canadian Highlander, Brawl, Arena, Oathbreaker, Oldschool 93/94, Pioneer, Historic, Gladiator
Cards suggested / good suggestions 172 / 116
Last activity 1 hour
Joined 6 years