No problem. Happy its working out
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Ya, you're probably right. I use it in all the other control builds that will have it, I'm just always wary of the specific mana cost forcing it to miss on turn 2 or in the early middle game.
I never run fewer than 20 lands in a deck like this, as eating mulligans loses games and being stuck at 1 land for 3 turns technically lets you "survive" but puts you so far behind that it arguably doesn't matter. The 1-drop tactics cards will indeed help you solve the 1 land problems (and 9 of them is wonderful, agreed), but as the wastelands don't pump out blue you're only running 14 cards that give you mana, which is just bad math and is super vulnerable to land hate and interference in general. You're running 7 fetch lands, so top decking lands shouldn't be too terrible a concern. Karakas should be a consideration for sure. I would also suggest looking at fiery islet. In a build like this I would trim out 1 wasteland, add in 2 fiery islets and karakas (maybe trip 1 nemesis and 1 arcanist?). But that's me.
18 lands in a tri-color with 4 wastelands seems way too light to me. Even with the low curve and force of will/daze, you're going to eat mulligans and 1-land games all day
Even with a semi-low curve, 19 lands is very low for a build like this. The only decks that can really get away with 19 in modern are things like burn that have things that only cost 1 or 2. With 19, you're gunna eat mulligans and 1-land hands that will slow you down too much to justify the extra material slots. Some good ways around this are with fetch lands (thin the deck, but are higher price), man lands (mutavault, blinkmoth nexus), and cycling lands (barren moor). Assuming you can't afford fetch lands for the build, I would suggest going to 21 lands, 19 swamps and 2 barren moors. Another way to up the lands and not suffer for it is with discard effects to ditch them when you topdeck them, with stuff like pack rat. Pack rat is worth a consideration because it works beautifully with your necro boys.Just my initial thoughts
I'm personally a big fan of the rhino in decks like this. It bolts opponent, counters a bolt to you, and is a 4/5 beatstick for 4. It's basically an alt win to the swords and its cost effective. Plus its a mainboard against burn, which seems pretty popular right now.Only tweak that comes to mind is a possible leyline of sanctity in the side to protect against combos. Other than that, this looks deadly
Biggest thing that stands out to me off the bat is that the curve is too high. This deck won't get going until it hits 4 mana, and there isn't enough ramp to get you there consistently. I also see an imbalance of support vs token generators, which is generally a problem.Asceticism is slow and with tokens you don't really care if they get targeted, so it's less effective. Greatworm is a boss, but it's conditional and slow as hell, so 4 copies is no good. It will clog your hand until you are in the late middle game, and is an absolute brick in the opening hand. I would cut it down to 1 or 2 so you are more likely to topdeck it. March of the multitudes is unfortunately too slow to be relied upon, as you need tokens on the field already to really make it worth while. I would take a look at call of the conclave, emmara soul of the accord, entreat the angels (1 copy), legion's landing, nissa voice of zendikar, oviya pashiri, secure the wastes, white sun's zenith (1 copy).Just my initial thoughts
Are we going for vintage or casual here? And what's the budget looking like?
Perhaps consideration could be made for 4 copies of arcum's astrolobe, and then just run snow-islands. Excellent target for the 5/5 transformers and for sai.Also master of etherium and cranial plating go a loooong way in builds like this.Just my initial thoughts
What's the budget? And are you going for modern legal?
I like sword of light and shadow in here over feast and famine. Helps with the bleeding from confidant and fetches back bodies for itself (and all the bodies in here are heavy hitters). Just my initial thought
18 lands is too light for a curve like this. You're going to eat mulligans and 1-land midgames quite a bit. Also, cathartic reunion is in general a bad option as it takes 2 cards in hand that you don't want, plus itself, to use, so its about the worst top deck you can get. Ashiok doesn't seem like it warrants a spot mainboarded either.Just my initial thoughts
Ya, Kess seems, at least to me, like the newest gift to grixis control. I would personally shave off a Tasigur for her
Training grounds is, without a doubt, this deck's very best friend
Wilderness reclamation doesn't really do enough for you to justify the spot. Ya it pumps the orchard and lets you reuse the tar pit, but by the time you get 4 lands to play the reclamation, you don't need to have mana open during your turn and opponents.Some cards to consider for the control aspect:Sultai charm- catch all goodnessIce-fang coatl- tempo and material whoreCountersquall- negate + shockNurturing peatland/waterlogged grove- topdeck gold/land fixerHideous laughter- nukes the orchard tokens/lots of good critters opponent wants to keep at instant speedI would also consider maxing out fatal push, as it lowers the curve and is pretty much the best removal available to this deck.Just my thoughts
What format and level of competition is this supposed to be in?
I'm not sure how I feel about 4 coatl's because they are mana specific in a rainbow build, even with the 9 fetches. Have you seen any of that?I love the cliques. I think they will be stronger than ever now.
This looks wicked
I've been thinking about this one myself recently. Seems to me that collective brutality is a good friend to W&S as it gives an outlet to a fetched land that doesn't do anything. I also think some cycling lands work well with him too, as you can fetch it, cycle it, repeat.Just my casual thoughts, I haven't played a deck like this yet
Boros charm seems a must in here. Protects you from nukes or finishes em off with 4 to the face. I also see an imbalance of 1-drop critters vs bigger critters. This deck BADLY wants to have a turn 1 critter to start the damage clock, and right now you're running 11/28 critters. Options that come to mind are vexing devil, kird ape, isamaru, loam lion.I also see a goyf problem, as you only have 3 card types (no sorceries).Just my initial thoughts
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