dknight27

1,705 Decks, 2,359 Comments, 222 Reputation

The problem with a build like this is 2 fold.

If you go hard on the snap effects, you cut down on the things you want to snap back, so you will have to wait longer to consistently get what you want and will run into some clogged hands.

And, the curve on this deck goes much higher, as you need not only the 2 mana for snap and mission briefing, but the mana to play the recycled card, so even though your curve looks 2-drop heavy, its really much higher.

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Posted 25 October 2018 at 21:27 as a comment on 12 Snap

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Right not I think you have a bit of a balance problem with your critters to instants/sorceries. Right now delver has only 19 targets, and to be effective he needs to be run in a deck that basically guarantees him popping the turn after he hits play.

I would cut down on cryptic serpent and tempest djinn, as you don't want either in the opening hand, which should give you more room for instants

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Posted 20 October 2018 at 18:44 as a comment on Modern Djinn

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I'm not a big fan of remand in this deck. It works best when you run reactive-control and don't play anything turn 2, and this deck really wants to play stuff turn 2.

I would also consider upping the lands to 21 or 22, as mutavault doesn't help you with colors and you are running a 3-color. In general some fetch lands would help a lot too.

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Posted 20 October 2018 at 18:39 as a comment on BUG Zombies

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I've never seen a build like this, its very interesting

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Posted 20 October 2018 at 18:28 as a comment on Abzan Rites

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I think you could get away with fewer lands. 24 with no tech lands seems a bit high for the curve you have

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Posted 20 October 2018 at 01:01 as a comment on MonoBlack Mid-Aggro

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I don't think urborg really helps you that much, as you only have 3 black mana symbols in the whole deck and the combo with sedge sliver is conditional. Perhaps another 3-drop instead? Blur sliver looks ok to me

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Posted 20 October 2018 at 00:46 as a comment on Slivers Company

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I like desolate lighthouse in general, especially in control builds that sit back and grind, but I'm not sure if its worth running next to 3 copies of mainboarded blood moon. Do you see enough use from it before you drop the moon?

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Posted 18 October 2018 at 21:59 as a comment on UR Through the Breach

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ripjaw raptor hits pretty hard

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Posted 18 October 2018 at 20:27 as a comment on Standard Green Dinosaurs

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Jund has some good punch for it too. I would advise cutting down the curve a bit, you are top heavy with 3-drops, and you want to be able to have a turn 1 and 2 play every time

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Posted 15 October 2018 at 19:27 in reply to #618628 on Risk Factor

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As far as I know, this is the first attempt to do a reactive pyromancer deck. I've been wondering how ionize was going to creep into modern. Have you playtested this yet?

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Posted 15 October 2018 at 04:31 as a comment on Grixis PyroCounter?

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Decks like this make me happy in a way few other mechanics can.

I could see a buried alive/crucible of worlds combo working in here as well, but it might not even need it.

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Posted 12 October 2018 at 15:54 as a comment on Burning Depths - Legacy

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The bones here look deadly. Grixis got some good material in this last set.

That being said, I see a couple conflicting things in here that could possibly be tweaked to up the amperage.

I'm not sure death's shadow is surrounded by enough bleeding effects to make it effective. The lands help, but other than that you're only bleeding with thought seize, so death's shadow is a dead draw until the late middle game at least as is. Dark confidant would be right at home in this deck and would help this bleeding problem.

3 copies of claim//fame seems like it could run into some dead draw situations, as you only have 10 critters it can target, snap is a double requirement (target in grave and mana), and death's shadow is conditional, so a copy in the opening hand is almost certainly going to be dead for quite a while. I think 2 copies will keep it out of the opening but still workable. Kolaghan's command has a similar function too, so cutting down the frequency doesn't drop your grave fetching too much.

The deck as is is a touch light on direct interaction, and could do with some terminates.

Just my thoughts, not trying to sling hate

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Posted 12 October 2018 at 00:51 as a comment on Risk Factor

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This deck is a bit light on the instant/sorcery count for running mechanics that need instant or sorceries.

I would cut down crackling drake and nix elixir of immortality entirely, and cut it down to 22 lands and max out the quick instants like remand, negate, electrolyze, etc

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Posted 11 October 2018 at 22:23 as a comment on Pure Willpower

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Steel leaf champion would be the best friend of this deck.

I also think you could get away with fewer lands, as this curve is pretty low and you are running 5 1-drop accelerators

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Posted 11 October 2018 at 21:56 as a comment on Modern Green Devotion

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This deck seems a little too 4-drop heavy for a 20 land build. I would consider cutting down a few 4-drops and upping the land count to 21

Other than that, this looks solid

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Posted 11 October 2018 at 21:48 as a comment on Rakdos controlled burn

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I always maxout dwynens elite with heritage druid as the turn 2 druid gives you 3 elves to hit the mana swing. Honestly i like the 4th elite over 1 lead the stampede because of the massive grab in tempo

Other than that this is savage

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Posted 10 October 2018 at 22:47 as a comment on Modern elves

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Brow beat is a sorcery that only pops off once. Risk factor is an instant that you can recast by ditching the topdecked lands you don't need, which helps fix the central problem in magic, which is: you need lands to hit hard and fast, but once you hit your operating curve every land you draw is dead. Players have been addressing this problem by running fetch lands, man lands, and tactical lands, and by changing mana curves, but risk factor lets you turn the lands you don't need into material.

Browbeat gives opponent the chance to screw you over by either overloading or denying tempo, which is why it doesn't see play much. But Risk Factor is an instant that you can and more than likely will recast when it suits you, stopping opponent from stealing or flooding the tempo.

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Posted 10 October 2018 at 18:24 in reply to #618533 on The Greatest Burn Deck EVER

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17 lands isn't going to cut it in here. You need to get to 3 fielded lands as fast as possible, and you also have color specific problems that 17 lands wont cover. I would suggest upping it to 21 lands and cutting some of the 3-drops

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Posted 10 October 2018 at 17:56 as a comment on Blue red wizards

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No disrespect to the deck, just commenting on how silly good the card is.

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Posted 09 October 2018 at 23:34 in reply to #618533 on The Greatest Burn Deck EVER

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I don't see risk factor staying legal very long, at least not in modern. Standard might be ok, but a 3 drop that fixes the topdeck land problem more than likely wont be seeing the light of day in modern with burn being a viable deck

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Posted 09 October 2018 at 21:11 as a comment on The Greatest Burn Deck EVER

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