dknight27

1,704 Decks, 2,358 Comments, 222 Reputation

I'm not a big fan of ancestral vision in this deck. You can't snap it back and its a horrible dop deck. You might also consider throwing in fetch lands to up the grave count.

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Posted 16 May 2019 at 19:08 as a comment on B/U fuck U

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What legality and competitive level are you going for in this?

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Posted 16 May 2019 at 16:41 as a comment on Toolbox Green Devotion

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I love the idea of the shrines: cumulative passive control. I also remember being in awe of decks like this back in the day. My big smackdown-awakening was against an elf deck that produced infinite mana. Good times

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Posted 14 May 2019 at 17:59 in reply to #624747 on Shrines

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Even though this is casual, the curve is still mighty high. Best case you hit a drop turn 3 or 4, then you're playing catchup the whole game which is bad for retroactive control. I would recommend green mana boys to speed things up and help fix the mana problems. Birds of paradise and sylvan caryatid come to mind.

I'm also personally not a fan of 100% retroactive decks like this that rely on fog's to buy time, but that's me. You have access to whatever colors you want, so you can run some sick and cheap removal/control cards (lightning bolt, swords to plowshares, fatal push, terminate)

Just my thoughts.

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Posted 13 May 2019 at 21:24 as a comment on Shrines

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Has this seen much playtesting? I'm not a big fan of spell pierce because of how drastically low the and count is and because you absolutely need to have 1-drops on turn 1 and 2 (hopefully 2), so you can't keep the mana open to use pierce, and the longer the game goes the less effective it is. Fatal push seems like a better fit to me so you can clear out any early blockers to max out the aggro damage.

I personally always try to fit in dark confidant in decks like this, but that's me.

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Posted 09 May 2019 at 18:38 as a comment on grixis agro

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Riku craves mana like no other, and this deck already has a high curve with limited acceleration. I highly suggest throwing in as many 2-drop mana accelerators like gruul signet and the other usual mana producers like commander's sphere, chromatic lantern, gilded lotus, etc.

Just a thought.

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Posted 08 May 2019 at 20:34 as a comment on reflection hug

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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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Posted 08 May 2019 at 20:21 as a comment on Modern Zomboys

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I've always seen a lot of success in Meren decks with Green sun's zenith and Jarad's orders

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Posted 08 May 2019 at 20:13 as a comment on Meren EDH

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Red and green have some fantastic support enchantments that should be considered in here.

flameshadow conjuring
zendikar resurgent
in the web of war
rage reflection
goblin war drums


Just a thought.

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Posted 08 May 2019 at 20:09 as a comment on Xenagos, God of Smash

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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.

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Posted 08 May 2019 at 20:05 as a comment on Mono Green Stompy

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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

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Posted 08 May 2019 at 19:57 as a comment on Arcum's Army

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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.

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Posted 07 May 2019 at 22:01 as a comment on indestructible artifact

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What legality and level of competition do you want this to be?

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Posted 07 May 2019 at 21:37 as a comment on dragon deck

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I've had a lot of success with Kamahl, fist in my tatyova deck as a win condition

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Posted 07 May 2019 at 21:12 as a comment on play land draw cards

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Dawn of hope and well of lost dreams are oloro's best friends

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Posted 07 May 2019 at 21:08 as a comment on Doctor's orders

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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.

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Posted 05 April 2019 at 03:55 in reply to #617637 on Ajani's USA Control

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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

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Posted 29 March 2019 at 21:46 in reply to #623463 on Blue moon

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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.

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Posted 29 March 2019 at 20:23 as a comment on Blue moon

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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.

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Posted 19 March 2019 at 21:45 as a comment on Mono-Black Devotion

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Also, worth thinking about bloodbraid elf, boggart ram gang, vexing devil, and atarka's command

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Posted 18 March 2019 at 20:24 in reply to #623070 on Competitive Modern Gruul Aggro

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