dknight27

1,868 Decks, 2,630 Comments, 310 Reputation

I love the idea of proliferate to death, and have always wanted to work it into a walker build, or just run it in general. I made some artifact proliferate decks like 10 years ago trying to do so. Only big thing is they EAT mana alive, so you'd almost have to run them in a tron-like build, at least from my experience. Clasp is particularly attractive in here, as it takes care of those pesky weenie threats that are so popular like Ragavan, Brazen Borrower, etc. I'd imagine I'd take out the Coutnerspells for them, as the mana tradeoff is rough (4 to proliferate).

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Posted 03 August 2022 at 16:01 in reply to #648115 on Modern Superfriends-Competativ

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Since your win condition is the tyrant combo, and you don't care about format or budget, I'd heavily suggest losing the Devils, as they do next to nothing in a build this powerful, and switch them for Wheel of Fortune.

In all reality, I'd recommend going RBU so you can throw in more Mox and Demonic Tutor, as with this much firepower you can run OTK's pretty easily by drawing new hands, taking new turns, and dumping Mox onto the field like crazy.

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Posted 03 August 2022 at 03:48 as a comment on The Million Dollar Deck

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Honestly, I'd consider dropping As Foretold altogether. It's a terrible topdeck (and ups the terrible topdeck count, which is already semi-bad in this build (3 Fortolds, 4 Visions, all the lands)), doesn't hit its curve in this deck till its been on the field 4 turns (so if you drop it turn 3, you are looking at a turn 7 turnaround), and probably doesn't have the payoff in here anyway. You're not using it to cheat in anything besides Typhoon and the implied Vision (I'd have to check that ruling to make sure it works, I'm not overly familiar), and the curve advantage probably doesn't outweigh the material and tempo loss that comes with it. Plus, you're still top heavy on the 3-drops and higher, and control decks need to be able to outspeed the pesky little agro problems like Ragavan.

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Posted 02 August 2022 at 20:49 in reply to #648085 on Foretold

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At this point, I'm too far removed from the game to have a solid opinion on it. I haven't checked out any of the sets for the past 2 years or so.

My gut tells me I want the ass and material of Evidence over the utility and precision of Apprentice, but I'm well out of date at this point.

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Posted 02 August 2022 at 20:23 in reply to #647236 on Modern Superfriends-Competativ

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25% of the deck to support 3 cards. You could kick up the Witch count by 1, or add some Monastery Mentors and get better versions of the same effect for 1 more mana, except you get 24 targets instead of 15. That's an extra 15% spread for only 1 mana, with the kicker of better tokens. In my opinion, cut the Hero, add in 1 Witch or Mentor, and add 2 more instant/sorceries. Maybe think about cutting the 2 Helixes for 2 Bolts.

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Posted 02 August 2022 at 16:07 in reply to #648075 on Mardu Token Control

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I'm a GIGANTIC fan of Hard Evidence, as it protects you (which mono blue basically can't do), preserves tempo, and replaces itself. Consider is also a classic, as it feeds Snap, takes care of topdecked lands you don't need, and generally thins the deck. Both are great topdecks, both are good in the opening hand.

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Posted 30 July 2022 at 18:12 in reply to #648085 on Foretold

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Cutting some 3-drops and adding some 1-drops seems like a good idea, as the curve's a bit high.

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Posted 30 July 2022 at 00:45 as a comment on Foretold

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That's all fair, just what immediately popped out at me. Obviously Lingering Souls wants to be in this, but I don't really think you need it. Kaya's Guile is just too damn good to ignore, I run it whenever I can.

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Posted 29 July 2022 at 07:07 in reply to #648075 on Mardu Token Control

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Maybe work in a place for Thought Scour? Perhaps over Opt? Hits all the same triggers, but helps with Snap, Drown in the Loch, Kolaghan's Command, and Extraction.

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Posted 29 July 2022 at 00:42 as a comment on Grixis Spell Control

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Seems like Sorin, Lord of Innistrad would be right at home in here. Triggers Precinct One, creates tokens, has a potential win condition (buffs the swarm), and has a potential alt win (its final abil). Beckon Apparition also came to mind.

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Posted 29 July 2022 at 00:23 as a comment on Mardu Token Control

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Are you going for budget casual here? Or Budget Legacy?

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Posted 21 July 2022 at 16:40 as a comment on BRB

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I assume this is a budget modern build right? Which means no shenanigans like Life from the Loam, Wrenn and Six, or Urza's Saga.

I'd suggest some Cycling lands like Sheltered Thicket over the temples, as they give you whatever you need in the build.

I'd also suggest lowering the curve a bit, as you're pretty 3-drop heavy. Perhaps Magmatic Insight and Searing Blaze.

It would also be worth considering making this deck RGU so you could take advantage of the fantastic blue options like Thought Scour (mill yourself with tempo and preserves material), Gifts Ungiven (pick Worm Harvest, 2 cycling lands, and Multani and you've got the winner), Growth Spiral (moves through the deck with tempo, accelerates, preserves material), Hall of Storm Giant (alt win condition), etc.

Just some thoughts.

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Posted 20 July 2022 at 22:16 as a comment on graveyard land deck

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I assume this is going for modern legal correct?

If so, some cards to consider would be Mind Stone, Mystic Forge, and Mycosynth Golem.

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Posted 18 July 2022 at 23:35 as a comment on Artifacts

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I imagine this is formatted as budget modern correct?

Some 1-drop staples would go a long way to helping this build, Lightning Bolt and Opt/Consider being the obvious standouts. Then there's the 2-drop staples, such as Counterspell, Negate, Fire // Ice.

You could use some budget lands to help thin the deck and fix mana, like Evolving Wilds.

I'd also personally consider Hard Evidence, but that's me. It hasn't caught on as much as I expected it to.

I'd also recommend eliminating Jace's Erasure. It helps you mill yourself to feed the drakes, but other than that it doesn't do much and is a particularly terrible dead draw. Consider instead Thought Scour, which guarantees you a +1 to the instant/sorcery count, and will probably net you a second (on average) while retaining card advantage and tempo (draws you a card/is a cheap instant).

Here's how I'd approach building the deck you're going for here:
https://www.mtgvault.com/dknight27/decks/budget-modern-drake-control/


Not trying to throw shade or anything, just discussing some ideas.

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Posted 17 July 2022 at 23:35 as a comment on U/R Fun

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I gotcha. I noodled it around a bit, and this is what I came up with.

https://www.mtgvault.com/dknight27/decks/casual-monarch-control/

There are some good control ideas in there. Balance basically can't hurt you. Solitary confinement is a perfect lock if you already have monarch. Narset nullifies monarch for opponent. Everything else gets you where you're going or stops opponent from getting there first. Just some thoughts.

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Posted 16 July 2022 at 00:28 in reply to #647811 on Alanmar

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I'm of a couple different minds on this topic. I'm not even sure monarch is a mechanic that can sustain itself as a deck build as is. There aren't many cards that use it, and the ones that exist are way too expensive (mana wise) to rely on. For example, a 6-drop pseudo nuke with a monarch effect is pretty hard to justify when you can get almost the same result from an infinitely more affordable 4-drop.

That being said, its a casual build, so on we go. I see two basic builds that can be made from monarch: reactive and/or prison control, and critter rush. UBW is built for control, so that's the way I'd go, but that's me.

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Posted 10 July 2022 at 21:37 in reply to #647811 on Alanmar

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A gate build with only 20 lands?

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Posted 27 June 2022 at 06:15 as a comment on Hold the gates

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Good tweaks to start. Let me ask a couple questions. This is budget casual, correct? Like you don't want it to be legacy legal? Also, are you looking to keep it 100% thematic on the monarch mechanic? Or are you ok with diluting it a bit to take advantage of the cheap mega cards you can use in the casual format like brainstorm?

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Posted 27 June 2022 at 03:43 in reply to #647811 on Alanmar

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First thing that leapt out at me here is the high mana curve and landbase that all hits tapped. You're a turn behind at best, and with the high curve you're looking at a very slow start and a slow midgame. Maybe consider changing up the landbase and dropping the curve a bit.

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Posted 24 June 2022 at 05:39 as a comment on Alanmar

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First thing that leapt out at me was that 33% of the deck is a 4 or 5 drop, and you're running 20 lands. 4 Channelers helps with that of course, but I'd still think you'd want to up the land count and cut a few of the bigger boys to hit the operational curve more quickly.

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Posted 10 June 2022 at 20:28 as a comment on -1/-1 completly removed

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