I've never seen a build like this, its very interesting
Permalink
I think you could get away with fewer lands. 24 with no tech lands seems a bit high for the curve you have
I don't think urborg really helps you that much, as you only have 3 black mana symbols in the whole deck and the combo with sedge sliver is conditional. Perhaps another 3-drop instead? Blur sliver looks ok to me
I like desolate lighthouse in general, especially in control builds that sit back and grind, but I'm not sure if its worth running next to 3 copies of mainboarded blood moon. Do you see enough use from it before you drop the moon?
ripjaw raptor hits pretty hard
Jund has some good punch for it too. I would advise cutting down the curve a bit, you are top heavy with 3-drops, and you want to be able to have a turn 1 and 2 play every time
As far as I know, this is the first attempt to do a reactive pyromancer deck. I've been wondering how ionize was going to creep into modern. Have you playtested this yet?
Decks like this make me happy in a way few other mechanics can.I could see a buried alive/crucible of worlds combo working in here as well, but it might not even need it.
The bones here look deadly. Grixis got some good material in this last set. That being said, I see a couple conflicting things in here that could possibly be tweaked to up the amperage. I'm not sure death's shadow is surrounded by enough bleeding effects to make it effective. The lands help, but other than that you're only bleeding with thought seize, so death's shadow is a dead draw until the late middle game at least as is. Dark confidant would be right at home in this deck and would help this bleeding problem.3 copies of claim//fame seems like it could run into some dead draw situations, as you only have 10 critters it can target, snap is a double requirement (target in grave and mana), and death's shadow is conditional, so a copy in the opening hand is almost certainly going to be dead for quite a while. I think 2 copies will keep it out of the opening but still workable. Kolaghan's command has a similar function too, so cutting down the frequency doesn't drop your grave fetching too much.The deck as is is a touch light on direct interaction, and could do with some terminates. Just my thoughts, not trying to sling hate
This deck is a bit light on the instant/sorcery count for running mechanics that need instant or sorceries. I would cut down crackling drake and nix elixir of immortality entirely, and cut it down to 22 lands and max out the quick instants like remand, negate, electrolyze, etc
Steel leaf champion would be the best friend of this deck. I also think you could get away with fewer lands, as this curve is pretty low and you are running 5 1-drop accelerators
This deck seems a little too 4-drop heavy for a 20 land build. I would consider cutting down a few 4-drops and upping the land count to 21Other than that, this looks solid
I always maxout dwynens elite with heritage druid as the turn 2 druid gives you 3 elves to hit the mana swing. Honestly i like the 4th elite over 1 lead the stampede because of the massive grab in tempoOther than that this is savage
Brow beat is a sorcery that only pops off once. Risk factor is an instant that you can recast by ditching the topdecked lands you don't need, which helps fix the central problem in magic, which is: you need lands to hit hard and fast, but once you hit your operating curve every land you draw is dead. Players have been addressing this problem by running fetch lands, man lands, and tactical lands, and by changing mana curves, but risk factor lets you turn the lands you don't need into material. Browbeat gives opponent the chance to screw you over by either overloading or denying tempo, which is why it doesn't see play much. But Risk Factor is an instant that you can and more than likely will recast when it suits you, stopping opponent from stealing or flooding the tempo.
17 lands isn't going to cut it in here. You need to get to 3 fielded lands as fast as possible, and you also have color specific problems that 17 lands wont cover. I would suggest upping it to 21 lands and cutting some of the 3-drops
No disrespect to the deck, just commenting on how silly good the card is.
I don't see risk factor staying legal very long, at least not in modern. Standard might be ok, but a 3 drop that fixes the topdeck land problem more than likely wont be seeing the light of day in modern with burn being a viable deck
Heritage druid, arbor elf, fyndhorn elves, etc. I know it doesn't fit the warrior theme here, but elves crave speed even more than other swarm type decks, and if you don't take the early turns hard every deck that prays on critter decks is going to get the foothold they need to take you apart
I love the general mechanics going on here, but I'm a little worried its just a touch too top heavy as is. You're running six 1-drops, opt and shock, and two of your 2-drops (blink of an eye) don't want to be 2-drops cause they really really want to be kicked, so its like you're running five 2-drops, for a total of 11 cards that have any speed.I'm also worried about the six 5-drop planeswalkers. With 6 you will see them in the opening hand/early game often, and you don't really want to see them until you have plenty of mana. I would think about shedding 1 of each planeswalker, and nix sinister sabotage altogether. Sabatage ups the 3-drop count, and has a tougher casting cost in standard, so there will be hands where you can't even play it when you drop your third land. (5 total slots open)I like negate for this deck. You're running PLENTY of critter hate, so it shouldn't be a big deal to have 3 or 4 negates to handle everything else. Then maybe max out opt?Just my thoughts. I always have better luck with pure control like this when it is extremely fast and can respond to everything beginning turn 1
Even with 24 lands in here (which I would drop), you need some more 1-drops to make sure you have enough speed to keep up/respond to everything
681-700 of 2,573 items