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Said on Explody...

#1

This deck here may help inspire you. Namely, you want actual payoffs for sacrificing your stuff, like Mayhem Devil. You probably also want easy sac-outlets, like Goblin Bombardment or Carrion Feeder. At the moment your deck doesn’t really gain anything from sacrificing stuff, and it doesn’t really have many repeatable ways to sacrifice either.

November 30, 2022 5:20 p.m.

Said on 12-Rack Ribeye...

#2

Cards i’m not a fan of here

  • Nezumi Shortfang  Flip feels too slow, and justifies all your opponents killspells, which is a problem.

  • Quest for the Nihil Stone feels like it will be a terrible draw mid-late game, and has a super-small window of usefulness.

Outside of that, i’m worried you don’t have enough ways to deal with creatures on-board. I think there’s too high-odds the opponent can just beat you down with creatures faster than you can rack-them. Some Fatal Push could help you a lot here.

November 30, 2022 5:15 p.m.

Said on Whats a custom …...

#3

TheOfficialCreator i’m also a massive fan of Oozes, and also created an Ooze planeswalker for my custom-built-cube.

I don’t have the image with me but it read something like this (obviously there was no room on the card for the Evolve reminder-text):

Blaarthrax, Slimetide

  • +1: create a 0/1 green and blue Ooze creature token with Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

  • -1: create a copy of Blaarthrax, Slimetide, except it isn’t legendary, its starting loyalty is 1, and it can’t activate abilities this turn.

  • -4: put a number of +1/+1 counters on each of your creatures, equal to the number of Blaarthrax planeswalkers you control.

Starting loyalty 4.

November 30, 2022 4:47 p.m.

Said on Whats a custom …...

#4

TypicalTimmy we both know how the graveyard is directly interacted with (via player or card targetting), that wasn’t my point. Others here don’t appear to fully understand how such zones interweave with the game, and I was trying to give the full picture. Saying that a graveyard is only interacted with via player interaction isn’t true, as people can also directly target cards within it. As was already posted, Ground Seal serves as a great way to protect a grave.

For someone to brew a competent card, they need to fully understand how it can interact. I was just trying to widen the view beyond that of “give the player hexproof”.

November 29, 2022 10:39 p.m.

Said on Whats a custom …...

#5

TypicalTimmy there are loads of cards made that target cards in a graveyard. Obvious stuff like Surgical Extraction, as well as more subtle interactions like Snapcaster Mage, Unearth etc

November 29, 2022 6:41 p.m.

Two thoughts:

  • without fetches/shocks its going to be really hard to reliably get your life total down quickly to start getting shadows into play. I think you need to aim for the full playset of Street Wraith to help get you there.

  • 7 playable creatures feels a little too low imo, i think you probably want to aim for 12. Get the 4th DRC, and then find another creature to cram in here.

November 26, 2022 3:12 p.m.

Said on Can't Lose...

#7

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.

Said on How Are Green …...

#8

As far as differences between white and green lifegain, there’s some pretty clear/obvious ones:

  • White creatures can use Lifelink, which is comparably super-rare in green.

  • Green tends to be able to gain life from exiling graveyard cards, or from Landfall style effects - neither of these avenues are really open to White.

  • White cards have various benefits for gaining life, such that there are actual payoffs and a reason to bother gaining life. Because of that, there tends to be more white cards whos sole focus is on giving its controller life. Green on the other hand, has no real reason/payoff for gaining life, and so it has nothing to really gain by focusing solely on that aspect - its lifegain effects tend to be more incidental, and tacked on to more value-based plans.

November 22, 2022 8:39 p.m.

Said on How come we …...

#9

Enchantment lands are bound to happen at some point, but I don’t think Wotc is in any hurry to explore that option yet. It requires a set that both cares about enchantments AND needs a good mechanical reason for lands being enchantments. And, more likely-than-not, those enchantment lands will have to function something like Thornglint Bridge anyway.

November 16, 2022 10:23 p.m.

ThePrussian cool cool.

So what is your budget then? $100? $50? And, what kind of deck are you hoping to build?

As a good starting/reference-point, this link here has a bunch of budget-friendly competitive-ish decks all costing around $100. These decks should be able to all perform really well for their relative costs.

If your budget is less than this, then we’ll need to work out something that fits within that restriction - but just be aware that even those $100 decks will struggle against very finely tuned decks - so their performance will depend a lot on how powerful your local meta tends to be

November 14, 2022 8:18 p.m.

ThePrussian big factors towards a deck being weak will be it being inconsistent (not enough playsets), and slow (too high a mana curve).

The cards themselves are also a factor towards deck strength, and the ones you have presented here are definitely unideal/weak which will lead to its own set of issues.

If you let me know what you’re wanting the deck to do, what build-around cards you’re trying to make work, and what your budget is, then I can help you brew up something that works.

If you’re intending to just build a deck from cards-you-own, then you might be too restricted to make anything playable

November 14, 2022 4:17 p.m.

ThePrussian from that list the big isues are all of points 2, 3, 4, and 5 from my list above (potentially also 7 but hard to gauge at this stage).

You need to seriously work towards running mostly playsets of cards, and lowering the curve a TON.

Another big issue I can see you having is that a lot of these cards seem super-weak, so deoending on your budget you’ll need to work towards more viable options. But i think the first thing you should focus on is refining the list to something workable.

A good approach for new players/brewers is to pick 9 cards, and run playsets (4-ofs) of those (making 36 cards) alongside 24 lands (for a 60 card deck). The mana curve of those 9 cards should be something like 1,1,1,2,2,2,3,3,4.

November 14, 2022 4:01 p.m.

Without seeing the deck I can only offer my thoughts on common mistakes beginner-brewers make (based on what i keep seeing here on the site).

Of course i’d recommend getting your list up on the site for review, but if it falls into any of these categories, that’s already a good indicator that it needs changing.

  • Too few lands. A lot of beginners think they can get away with 20 lands when their deck is often some kind of midrange build.

  • Too many 1-ofs/2-ofs. Generally speaking, a deck should mostly be playsets (4-ofs) of cards.

  • Too high a mana curve. Beginners often run waaay too much near the top end of the curve. Generally speaking, decks shouldn’t have more than 1 playset costing 4 mana.

  • Nothing to do turn 1. Decks need to reliably be able to start their gameplan from the start of the game. Not having a decent number of 1-drops means starting a turn behind your opponent.

  • trying to do too many things. Keep the gameplan simple. Understand what archtype your deck falls into (aggro, midrange, control, combo), and play to its strengths.

  • running more than 60 cards. Whatever you do, running more than 60 is a concession. Always try cut the deck back to this number.

  • not running interaction. Letting your opponent do what they want is never a good idea.

^ there will almost always be noche exceptions to these deckbuilding mistakes, but for a new player/brewer, these are good pitfalls to be aware of. They are also all very commmon mistakes I see newer brewers making.

November 14, 2022 2:04 p.m.

Said on Mill Yourself...

#14

Lands like Waterlogged GroveFiery Islet would be good in the cases where you get land-flooded.

Castle Vantress would likely also be helpful

November 14, 2022 1:22 p.m.

Said on Mill Yourself...

#15

Nice.

My one concern with Curator's Ward is that the opponent can just kill your creature in response to you casting it, the same way the would when you cast Leveller anyway.

I think some of these cards might be of more use:

  • Street Wraith provides you a zero-mana instant-speed win condition once your combo is in place, which means your opponent has almost no way to defeat you once you’re empty-decked with a wincon in play.

  • Swiftfoot Boots if you really think hexproof is worth it. Ideally you’d be in-white for Giver of Runes. Though personally i’d be more in favour of just wasting the opponents time with Counterspell and Remand

November 13, 2022 9:25 p.m.

Said on Mill Yourself...

#16

Some thoughts:

  • Gitaxian Probe is not modern-legal (it was banned a while ago).

  • Your land count feels waaay too low. As a reference, Burn decks run 20 lands and only play 1-2 mana spells. You’re needing to reach 5 mana asap for Leveller. I would think you’d need a minimum of 24, probably 26, lands.

  • I don’t see how you’ll ever draw 3 cards from Visions of Beyond, as you have almost no mill engine outside of Leveller. I’d ditch Visions of Beyond.

  • Your deck is looking super fragile to someone just killing your Laboratory Maniac or Jace, Wielder of Mysteries after you put Leveller into play. I’m not sure if there’s any practical way around this, but the combo feels very easy to disrupt and will probably make a lot of matchups unwinnable.

November 13, 2022 2:45 p.m.

Said on Does the Owner …...

#17

DemonDragonJ while i’m also a big fan if most of the bands you've listed, they’re far from “popular”, and many could find them offputting/offensive-to-the-ears. Its probably “more likely than not” that people had a problem with the bands themselves (in addition to the fact that music was being played at all).

November 13, 2022 1:29 p.m.

Said on Does the Owner …...

#18

Yeah I'm siding with everything Caerwyn said above. This post all sounds incredibly inconsiderate on your part - People shouldn't have to be subjected to your music preferences, and are right to be able to complain about this. If anything, the store owner is in the wrong to have let you blare your music in the store at-all to begin with.

Note also that it isn't "unfair" that you aren't allowed to play your music - it's more "unfair" for you to blare your music at the expense of multiple other peoples sanity. It sounds like you're putting your own wellbeing above the wellbeing of multiple other people, which just wreaks of rudeness.

I'm struggling to comprehend how you wouldn't know your behavior to be inappropriate to start with. This thread is all very hard to fathom.

November 12, 2022 5:31 a.m.

DemonDragonJ I have no idea what stemmed their change in decision, though their change in policy seemed to happen not long after Ephemerate became widely popular in Modern - though that’s likely just a coincidence. It’s hard to pin-down what would have stemmed their decisions, but I suspect it would have started from them seeing troublesome/obnoxious flicker interactions in 2-or-more formats, with Standard being the one they watch the most.

November 12, 2022 12:11 a.m.

Sideboards are always a meta-dependant choice, so its pretty hard to give you any advise on that. Your current mainboard & sideboard are very indicative of a meta vastly different (weaker?) than common tier-1 decks. So its pretty hard to provide any concrete suggestions on sideboard advise without having a clear indicator of the decks you’re commonly up against.

November 11, 2022 11:53 p.m.

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Finished Decks 13
Prototype Decks 1
Drafts 0
Points 3420
Avg. deck rating 9.18
T/O Rank 6
Helper Rank 11
Favorite formats Modern
Suppressed formats Standard, Legacy, Pre-release, Unformat, Vintage, Commander / EDH, Pauper, Casual, 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, Premodern, Commander: Rule 0, Alchemy
Cards suggested / good suggestions 170 / 122
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