If you want to play around with discarding them to pull them back, or with recursion effects with zombies, I highly recommend going red/black/green so you can use faithless looting, tymaret, rakdos guildmage, and the like, on top of the other good color interactions like lighting bolt, terminate, kolaghan's command, abrupt decay, assassin's trophy, etc.Just a thought.
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I've always seen a lot of success in Meren decks with Green sun's zenith and Jarad's orders
Red and green have some fantastic support enchantments that should be considered in here.flameshadow conjuringzendikar resurgentin the web of warrage reflectiongoblin war drumsJust a thought.
This deck's curve is a bit too top heavy. Even with the llanowars, 20 lands isn't going to get you the speed you need to hit the 3-drop and above this deck currently uses. My advice would be to nix the artifacts entirely (they are basically redundant), pull out blanchwood (again redundant), and focus on 2-drops that get you in the game faster and hit very hard like kalonian tusker, garruk's champion, strangleroot geist, avatar of the resolute.If you don't want to go this way and want to ramp into bigger critters, you need 1 drops that produce mana and more lands so you can hopefully hit 3 mana turn 2 and 5 mana turn 3-4.
You're missing some artifact staples and mono-color EDH staples that will help this build a lot:Thousand-year elixir, sol ring, mind's eye, swiftfoot boots, solemn simulacrum, ponder, brainstorm, trinket mage, trophy mage, caged sun, ichor wellspring, Padeem.Just a thought
The curve on this is very, very high, and you have no consistent way to ramp into anything as you need all 3 urza lands to hit and you only have 4 maps to search. I would consider lowering the curve or working inn green (like tron decks) to up the land search.
What legality and level of competition do you want this to be?
I've had a lot of success with Kamahl, fist in my tatyova deck as a win condition
Dawn of hope and well of lost dreams are oloro's best friends
Remand is good because it does exactly what control vs agro wants, stalling for time. Control wins by grinding out a game with card advantage and taking tempo away from agro, agro wins by maxing out tempo so that it won't run out of cards in hand/on the field by the time they are top decking. Remand devastates this plan if you have it in the opening hand, and if you top deck it it's not the worst thing in the world, as you get to draw a card at instant speed even if opponent gets to replay the card. You even get the drawn card as an option to deal with the card opponent has to recast. It also helps greatly with your rune snags and mana leaks. Short version, remand turn 2 basically says "take an extra turn".A wrath effect is a must in the side, I would even consider mainboarding sweltering suns (never a dead draw) and keeping 2 wrath's in the side. I'm still advising against the rune snags and mana leaks. 4 negates would go a long way in here.If you want to stick with 8 critters, I would advise swapping in 4 monastery swiftspear, as they knock up the speed, cut down the curve (giving you more mana to protect yourself with), and combo perfectly in decks that rain instants and sorceries.
Plus the 3/1 flyer flash starts a damage clock, so its control wrapped in a pseudo-win condition. Its a hell of a card
I don't think this build needs 24 lands, even with the 6 fetch and the 1-drop tactic cards. The curve is low and you can't run any man lands or tactics lands, so I would think you could easily get away with 22. Also, I've never been a fan of thing in the ice. Its slow and vulnerable, and blue has excellent alternatives. Vendilion clique, snapcaster, torrential gearhulk, etc.Just my thoughts.
I'm not the biggest fan of drana in here. You don't really need the attack boost or the devotion. Perhaps think about swapping it out for faithless looting, as it goes perfectly with bloodghast, combos well with bloodsoaked champion, and fixes mid/late game dead draws.
Also, worth thinking about bloodbraid elf, boggart ram gang, vexing devil, and atarka's command
The best advice I can give this off the top is to trim the curve down as low as possible. You want to have a turn 1, 2, and 3 drop every game, preferably with haste to start the clock as fast as you can. Goblin guide, kessig prowler, zurgo bellstriker, tattermung maniac come to mind.I also highly recommend a playset of lightning bolt. Removes blockers to keep the clock running, and finishes out games if they have no blockers. Plus it brings the curve down. Also, 25 lands is high, especially if you trim the curve down. I would drop it to 21 with 8ish fetch lands if possible.Just my initial thoughts
I'm not sure how much I can help as things are. The problem is sort of systemic with what you're trying to do, as blue and white don't really have any cheap critters you want to flicker. All the good ones are 3-drops, so it will take several turns to functionally flicker them, and the deck wont' hit its stride until much later in the game. This gives opponent all the time in the world to dismantle what you are trying to do and to get his plan in gear. In every build in modern you're going to see path to exile, fatal push, lightning bolt, or the like sniping out what you need before you have time to flicker them to safety.I understand you want to go for an all-critter build, but in modern with WU on a budget I just don't see it happening.Is there some reason you're opposed to augmenting this build with some instants or sorceries? 4 path to exiles and 4 opt/sleight of hand would go a long, long way to getting done what this deck needs to get done, and you would still have a primarily critter-based flicker.If you do end up wanting to press on with the critter-only build, I would say cut spine, mulldrifter, and metamorph completely and work on the build that uses displacer and thought-knot seer and primarily 2-drop and 3-drop flicker targets. Also, spellstutter sprite is an excellent card but it needs to be in a deck that focuses on faeries to really hit its stride.
Even with 24 lands, this deck seems too top heavy to me. There are plenty of 1 and 2 drop instants and sorceries that help speed things up and up the control factor, both of which would go a long way. And, assuming the budget isn't an issue, then you can use snapcaster and/or torrential gearhulk, the kings of blink effects.Another thing to consider is to make an eldrazi displacer build, or meld it into a green, blue, white so you can take advantage of the fantastic green etb boys.Just my thoughts
This curve seems mighty low for 22 lands, even with the delicious raven's crime. You're also light on removal, so if they manage to field anything its gunna hurt. Collective brutality fixes both these problems and ups the flexibility. Fatal push and barren moor would be good considerations too.Just my thoughts
Theres a tradition in magic to name decks after food. This is because of the deck nicknamed raisin bran which caused "two scoops". This deck plays around with cycling (leftovers) specifically an artifact which lets you re-use cycled cards, just like tupperware lets you re-use leftovers.
Temple of enlightenment over colonnade doesn't seem to fit
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