I personally think Tezzeret's Gambit is a little gimmicky here. Bramblewood Paragon gives all your creatures trample. While the flying from Falconer is nice, trample it somewhat more relevant in I deck where your creatures can get very big. Bioshift is a cool combat trick. And with Scales out, it actually increases the number of counters.
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Chandra, "the Mind Sculptor" is going to be difficult to acquire though
The less reliant the opponent's deck is on colour mana / mana from lands, the more difficult it is for this deck to win. Tron is especially bad for one card: Oblivion Stone. It kills everything and doesn't rely on colour mana.
Thanks :DI'm actually thinking of propping a Titan for one more Chandra, Flamecaller. Using her to nuke the board when she hits the board, then dropping two 3/1's each turn has won me enough games to warrant a second copy. I can't wait to get my hands on the new Chandra to test her in here :p
The speed is exactly why cards like Hedron Crawler are in the deck.
Wild Nacatl? Effectively a 3/3 for {G} thanks to all those duals. Also, Wooded Foothills instead of Bloodstained Mire, so you can fetch the forest.
I found Fracturing Gust to be counterproductive as it kills my own Moon and Utopia Sprawl. So I put Creeping Corrosion in its spot.As for Dismember, I felt I needed something both off colour and situationally better than Lightning Bolt as spot removal. Despite not getting hold of any Spellskite, I felt it wasn't even necessary. Between the sweepers and controlling what colour mana the opponent has, there didn't seem to be a need for it.
The mistake was lowering my sweep count (I removed two Mizzium Mortars). Sweepers are the strongest thing I had against Abzan Company. I have no excuses, the sideboard decision was bad. From my experience, Moon turn two in game one against everyone except Blue Tron totally shut down the opponent. Game two they're expecting the Moon, so racing into LD and keeping them off one or more colours and following up with a later Moon is the better play. Everything else played it's roll perfectly. Each card has its job and fits into the deck idea just right. Eg: Obstinate Baloth and Thragtusk gain life as you tend to take a lot while taking control of the opponent's mana. I am willing to experiment with the numbers of Inferno Titan and Chandra. The games Chandra hit the table where awesome, but so was Inferno Titan, both for different reasons.
Came across these yesterday. They may be useful as a guide:http://www.channelfireball.com/articles/deck-of-the-day-sultai-emerge/http://www.channelfireball.com/articles/deck-of-the-day-temur-emerge-deck-guide/
:DPlayed at the WMCQ on the weekend and made it to the Top 8, only to lose to my second Top 8 opponent due to a poor Sideboarding option. Here's the list I ran:http://www.mtgvault.com/dedwards/decks/mooning-modern/
Fierce Empath is not Modern legal. Sadly, the closest equivalent effect that I can think of is definitely not budget: Summoner's Pact.
If I make a deck public, I don't mind anyone using the ideas in it.
Again, in the case of the Panorama, you don't have to fetch, otherwise I'd suggest Evolving Wilds / Terramorphic Expanse. The only fetches that fetch untapped are the rares.
Ethereal Haze - {W} to prevent all creature based damage for a turn, not just combat damage like Holy Day / Fog. Lull / Angelsong - Fogs that have cycling. I like having options, that's why I like Dawn Charm so much. Tangle - A fog that stops the creatures from untapping once. So effectively Fogs for two turns. Ponder / Preordain - Two of the best cantrips in the game. Also triggers Jace's Erasure. Hallow - Worth considering for sideboard. Why just prevent the damage, when you can prevent it and gain life?
"glimmerlands"??? Problem with the Vivid lands is they themselves enter the battlefield tapped, which is exactly what I'm trying to avoid. At least if I do use the Panorama as a fetch land it thins the deck of a land, making my draw spells better.
While it requires white mana to activate, Blighted Steppe can give you 2 life per creature you control. Westvale Abbey is another finisher worth considering. It is indestructible, has haste, flying, and lifelink.
Could work. Even worth dropping the turn you play Waiting. Just make sure to sacrifice a land already tapped for casting Waiting.
Maze of Ith and Kor Haven. Both can stop one creature from doing damage. Prahv, Spires of Order requires a lot of mana, {4}{W}{U} and tapping itself, so effectively 7 mana, to prevent damage from one source.
I feel like I need to point out that with all creatures that pop out Thopters / Clues just for entering the battlefield, Shape Anew does what Madcap does without the self harm. Let's see what can go horribly wrong before working on improving this. Biggest problem I see is Madcap Experiment itself and what you intend to "fetch" off it. We must remember that Path to Exile is in 80+% of Modern decks being run. I've even seen builds splash white just for Path. You'd need to hold up to at least 6 mana to get the Colossus and a counter spell, 4 for Madcap and 2 for the counterspell you'll inevitability need (2 being the average cmc of your counters). You aren't guaranteed your white creatures being there when Madcap ends up damaging you, maki leaving mana open for removal more important. Now, while I like the idea of the White creatures, I think that if we have more deck manipulation, we can minimise the damage from Madcap. You already have two Serum Visions, which I'd take to four. Telling Time is another good one. Basically anything that lets you see what's on top without drawing it. Another option is to get the Colossus into the graveyard, then use Academy Ruins to put it back on top before Madcap does its "search".
I've yet to test it extensively, but so far I've preferred having it than not. Remember, because it can tap for {C}, you don't have to sacrific it. And doesn't etb tapped itself, so it's better than all the other nonrare duels that could take its spot. With Rituals and Manamorphose, the {C} doesn't slow me down, which makes it just as good as just basics. The fetch is a nice option if you really need that other colour, and thinning is especially good for any Storm deck. I'd say that it sets me back at most one turn, if at all. Basically, thinning out the lands is very important for any Storm deck as it does not want to draw lands off its cantrips. Each land drawn is a dead card 90+% of the time.
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