Reworked the idea some. Now it's just RW http://www.mtgvault.com/dedwards/decks/nahirikul/
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In addition to Familiar being better because of flying, it's also hybrid, thus it can be played with either blue or white mana.
I've designed a build that even uses Myr Retriever too. Actually, thinking now, maybe including another sacrifice outlet in my design might make the Retrievers more useful...
The combo with Time Sieve is infinite. all you need is 5+ mana to make the 5 thopters needed to activate Time Sieve, then through the extra turns, you can slowly amass an infinite number of thopters (or just cast Blightsteel). Academy Ruins helps prevent yourself from milling yourself.But yes, just the Sword + Foundry is limited to the amount of mana you have to spend on it.Ya, a lot of cards expected to see play thanks to Sword's unbanning will shoot up in price. Give it a month or so for the hype to die down (some) and the price will drop a bit.
While Fabricate is great for fetching artifacts, most of your artifacts cost 2, making Muddle the Mixture worth considering. It can fetch the main combo's pieces or counter stuff (instants or sorceries).Thoughtcast might be better than Machinate as it can draw you cards for as little as {U}. (I'm not 100% sure which is better)Stoic Rebuttal is a strong counter in artifact decks. With Metalcraft active, it's effectively Counterspell.Darksteel Citadel, while it only adds {C}, it is an artifact that counts towards both Metalcraft and Affinity.
I will admit, I didn't come up with the idea and was initially sceptical about it transforming this way, but after checking up on a few rules, and reading Thing in the Ice carefully, I found that it does work :D Also, I got Thing in the Ice as my dated foil at the Prerelease :DDDDD
I still want to make a deck where I play something that triggers each of the the opponent's upkeeps, then speed up the effect thanks to enchanting him with Paradox Haze :P Maybe I'll use that new Witch that transforms into an Aura attached to an opponent...
Not sure if you know of this one:Orochi Leafcaller + Sachi + Freed From the Real = infinite mana.
No creatures needed for Sword of the Meek, only one other artifact: Thopter Foundry. It's what you do with all those Thopter tokens afterwards where the deck can become broken. (I'm looking at you, Time Sieve)
Paradox Haze actually stacks (provided your first upkeep isn't denied), so it can grant multiple upkeeps. I suggest increasing it to 4x.A warning about Reality Strobe, once the opponent has nothing left, you have to bounce your own stuff. Ancestral Vision was just unbanned in Modern (takes effect 8 April 2016). This is a strong draw card. Deep-Sea Kraken is awesome. Not only does your spells and upkeeps remove counters, any spell the opponent plays removes a counter too.
So happy the Eldrazi got a nerf. What has me happy - concerned is Sword of the Meek's unbanning.
Well, with Eye of Ugin banned, Eldrazi Aggro should be significantly slower.Thopter Foundry + Sword of the Meek will make an appearance, especially in the next few weeks. Question is, will it stick around?The other unban is interesting: Ancestral Vision. Maybe now we can see some more control decks?
Though it only comes into effect as of this coming Friday (8 April 2016)
Sword of the Meek got unbanned today
Skullcrack is Why I like Dawn Charm as a fog
I know that just removing them doesn't transform it, that's why you follow up with a spell so that it can transform
Just reread Food Chain, it gives colour mana, not colourless.
What are your thoughts on Thing in the Ice?
As a guy who has played against a LOT of mill decks, I'll try give some advice. Of the many variations of mill I've faced, this definitely falls in the spell based variety. Experience has taught me that when it comes to mana spent to effect of card, Mind Grind isn't that great. Mind Grind is mill up to X lands for X+2 mana. Mind Funeral is mill up to 4 lands for 3 mana. To get Mind Funeral's effect off Mind Grind, you'll need to pay a total of 6 mana, which is 3 mana you could have been spending on a second mill spell (like Glimpse the Unthinkable or Breaking). Similarly, Sands of Delirium is often a waste of mana that could have been spent on mill spells. Jace and Liliana are great cards, but can you really afford to wait for 5 mana to get their effects? Remember, you have little or no defence against the creatures that do see play. That said, Jace's [0] is great, but in terms of mana, 4x Jace is pushing it. I'd take Jace down to 2 and drop Liliana all together. And talking about creatures, while your creature choices are nice, we can do better. Nemesis of Reason runs into the same problem as the Planeswalkers, it costs a lot of mana. It's OK as a one of, but I don't know if it's necessary. Nighthowler and Wight of Precinct Six are EXTREMELY RELIANT on the opponent playing creatures. Against a good number of decks, these two will be too small to be useful. Now, Hedron Crab, like Zaklax13 suggested, is a very strong mill engine. Jace's Phantasm is another great creature for mill decks as more often than not, it's a one mana 5/5 with flying. Now on to the lands. Not that there's anything wrong with the lands, but you're missing out on some interesting interactions. Archive Trap works wonders after killing one of their lands with Ghost Quarter. It also reduces the number of lands they have in their library, making Mind Funeral that much better. Even if they don't fetch a land off Ghost Quarter, then you just lowered the number of lands they have. Another great land is Shelldock Isle. It hides away (<-see what I did there) a spell for later use, and getting the opponent's library to 20 or fewer is the whole point of this type of deck. Last land I'm going to suggest is Nephalia Drownyard. Now this is a great source to put any left over mana into. Best part is it can't be countered :P
Crop Rotation - fetches any land Expedition Map and Sylvan Scrying - searches for any land, including nonbasic. Solemn Simulacrum - searches for a basic and draws you a card later. Wayfarer's Bauble - searches for a basic an puts it onto the battlefield tapped. Cultivate - another Kodama's Reach Search for Tomorrow - suspendes for one. Pulse of Murasa - awesome for retuning a fetch land, but also helpful retuning a creature. Chandra, Flamecaller - her +1 makes 2 Elementals that work nicely with Omnath's second ability) Sylvan Advocate - becomes a 4/5 with vigilance very quickly. Also gives animated lands +2/+2.Grove Rumbler - with all the landfall, and having built in trample, this is an awesome creature) Kessig Wolf Run and Skarrg, the Rage Pits - grants trample.Rogue's Passage - makes a creature unblockable. Raging Ravine - animates into an Elemental
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