Modern Crucible Control

by dknight27 on 02 January 2018

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

A further exploration of a turn 2 stall process, which should be pretty potent in modern. Remand and due respect deny turn 2 to the opponent while explore throws you into turn 3. After that its a land accelerant prison build that grinds out control and has fantastic synergy with crucible of worlds.

Deck Tags

  • Modern
  • Prison
  • Control

Deck at a Glance

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This deck has been viewed 1,066 times.

Mana Curve

Mana Symbol Occurrence

22190010

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Modern Crucible Control

Could you explain just how Crucible has synergy with anything other then the 8 fetch lands? If you include Leonin Arbiter, Ghost Quarter and Field of Ruin you would get a land destruction lock. I also wouldn't play more then 2 Crucibles.

Also I don't see a single "prison" card in the entire build other then Stoic Angel. Due Respect is a bad card for this strategy since it's only a one turn effect. Authority of the Consuls would make a much better replacement since it's a lasting effect.
Some other permanent with lasting effects that should be considered for a "prison" deck would include.
Ghostly Prison(name sack card for the archetype), Sphere of Safety, Porphyry Nodes, Rule of Law, Runed Halo, Norn's Annex and Leyline of Sanctity as a side board card against combo, burn, discard, mill etc...

Detention Sphere is a bette r option then Oblivion Ring when running blue.

A few creatures with taxing effects stapled to them worth considering,
Windborn Muse, Grand Arbiter Augustin IV, Ethersworn Canonist, Grand Abolisher, Thalia, Guardian of Thraben

Search for Azcanta would make a great addition as well o give you card advantage later in the game.

I really wouldn't focus on ramping for this strategy. Instead I would try to get as many taxing effects in play early on. The game will naturally go long allowing you to eventually do everything you want.

Anyway just my opinions and didn't intend on criticizing to much.
Happy Casting

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Posted 03 January 2018 at 16:02

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Well, the short version of why I built it like this is to try and find a way to "prison" things without running the normal prison meta cards. I don't even think its really possible to prison properly in modern to be honest. I've never had any success with it and I've never played against a modern prison build that has been able to keep up with the rest of modern's heavy hitters. Legacy is a different story, but for modern at least im just currently not seeing it.

That being said, this is a novel concept to me (any variation on a traditional prison build), so I have no idea how it will handle playtesting. But, I see at least potential here, possibly for a new style of prison, what I would fashion as tempo prison, or "stop and frisk" if you prefer.

The idea drawn out more liberally is this: legacy prison works because there are accelerants, particularly in land deployment and mana production, none of which is really available in modern. So, you let opponent respond to your prison effects on time and in many cases get the jump on the effects in the first place. Any fast creature build (merfolk, goblin, naya, etc) is gunna cruise through the first few turns, and with few direct interactions and no acceleration, you won't have the same control you get from a legacy counterpart (per capita). So, this build attempts to address that problem by either denying opponent turn 2 (remand, due respect) or quantum leaping your own turn 2 (explore), and from there keep dying tempo to the opponent while you slam down lands, retain boardstate, and grind into a win condition. This mechanic is also wickedly implemented with the massive tactical control the turn 2 stall cards are, combined with opt and crucible effects, so, while you're building your landbase, you're also moving through your deck at about a 1.75 rate vs opponent, which should, in theory, be enough tactical advantage to keep the tempo-prison running long enough to field a win condition. At least that's my theory.

In terms of the specific problems addressed in your post:

Crucible is a gift in this deck for a couple reasons. Yes the fetch lands are nice, as they up the land dropping ratio (this deck wants to drop a land every single turn if possible), but it also allows for man-land-devastation as you can chump block with them then replay them. And, best of all, horizon canopy and crucible work together to produce a wicked draw engine. Ya, the land hate lands that love crucible are nice for sure, but I'm not interested in busting opponent's duel lands or even their man-lands in this build, just denying tempo and then abusing my own land's return abils.

Due respect in particular sort of sparked my idea for this deck as it is a "sort of" time walk on turn 2 in modern, and isn't as conditional as remand (not reactive). If you draw it outside turn 2, it still replaces itself, so at least in theory, in my mind it's worth testing as a possible turn 2 eater, especially since remand does something similar and explore rounds out the deck's turn 2-themed cards to 12 (20% of the deck), which almost guarantees an opening hand with 1 of them.




Just walking you through my thought process. As I said above, this is positively in beta, so who knows if any of this is on the mark. Just my attempt to try forging a possible new type of control idea in modern. I'll keep kicking around the idea and see what happens. I am, however, positively assured that crucible and horizon canopy will continue to stay at the forefront of my thoughts on deck mechanics, at least in the near future.

Thanks for the feedback, and I totally get where you're coming from. I'm sure from the outside perspective this looks like more of a parole deck than a prison deck, but who knows, maybe there is something here that will be kicked loose with time.

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Posted 04 January 2018 at 06:31

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