dknight27

1,840 Decks, 2,576 Comments, 300 Reputation

I've always been skeptical about running 4 tops. I know you can bury one pretty easily with the fetch lands but you burn a turn's mana doing it, so I always prefer to stick with 3 so you still get a good shot at one early but are less likely to be bogged down with 2 in an opening hand.

Similar logic with snapcaster, except you also have to worry about it being a dead draw until you get 3-4 mana out so it doesn't help you in the pivotal early turns in legacy. So I always stick with 3 copies unless I'm running brainstorms and ponders.

I also love running mindbreak traps in the side to deal with uncounterable and combo stuff.

Just some thoughts.

0
Posted 02 July 2016 at 05:35 as a comment on Jeskai control

Permalink

I'm not sure how I feel about monastery mentor. Have you had lots of success with it? Seems to me you could get more advantage out of something like assemble the legion which isn't conditional and can't be path to exiled away.

Cryptic command is always a problem for me in modern if its not in a mono-blue deck cause it's so cost conditional that it is usually useless until the late middle and endgame. Plus, if you get it early and actually have the three blue to drop it, you stop your development to keep the mana open which hurts you more anyway. I know its a bitchin counter, but in a tri-color its too conditional and slow to be worth it in my opinion.

I have similar problems with running more than 1-2 sphinx's revelation. It's a brick in your hand until the late middle and endgame so running 3 just ups the chances that you draw it turn 1 and its useless. I know it refills everything you need refilled so its great to have when you have the mana to drop it, but your deck is vulnerable to fast creature decks and anything that gets off the ground early, so 3 revelation's probably won't help you as much as you want. I would run something faster that will help keep you in the game long enough to drop the 1-2 (I would advise 1) copies you want to keep, such as remand, which stalls like nobody's business in modern.

I know you're relying on the fetch lands to thin out the 26 lands you have here, but even with 7 of them 26 seems too high. I know you want fast development and the ability to drop lands turns 1-3, but with 26 its almost inevitable that you will stall out hard middle and late game by drawing useless lands. I would consider taking it down to 23 and trimming celestial colonnade down to only 1 as it hurts you badly early game if you need the extra mana to get something done and draw into a colonnade and can't use it that turn. 4 copies ups the chances of that happening drastically.

You might also consider running serum visions just for the tactical advantage and something to do turn 1 that will help move things along.

Just some thoughts, not trying to criticize.

0
Posted 30 June 2016 at 21:16 as a comment on UWR Control Modern

Permalink

Just a general question, as I'll be checking out most of your decks (I'm bored at work). Are these for competitive play? Just curious.

I would consider several changes to this deck. Drop sword of feast and famine for umizawa's jitte, which is arguably the best equipment in the game (possibly batterskull or cranial plating).

Invisible stalker is made for this deck. to get him off they have to sideboard in something or drop a nuke, either way you should have a counter ready and not worry about it.

4 jace is largely unnecessary as this deck's win con in damage vie an equipped creature. running 1 would be fine as an alt win condition and control element and won't clog your hand.

Your counter base needs a bit of work. 4 copies of counterspell are absolutely essential in this build as you need them to protect your assets and they are cheap enough to rely on in the middle game. I would also consider replacing dissipate for spell snare or negate as 3 mana is a decent chunk to worry about in a legacy control deck and all those 3 drop counterspells leave you helpless in the opening and clogged in the middle game. You basically wont be able to develop early-middle game because you will have to keep 3 mana open for the counters.

It would of course be a good idea to run 4 force of will, but I understand those are expensive.

25 is a bit high for a land base, even with the fetch lands pulling out the non-essentials. I would drop it to 1 celestial colonnade and then run a total of 23 lands which is more than enough to keep you active early game and with the fetch lands keep your hand full in the middle and late game.

This deck would also be helped a lot by 4 copies of ponder as it has nothing to do turn 1 and ponder is a tactical card that makes decks SOOOO much more efficient. It's almost never a dead draw and can really help accelerate a deck in the early game, which is exactly what a control deck like this needs.


If you wanted to, you could even consider making this a tri-colored deck with black and then add discard stuff instead of so many counters to make sure you have a turn 1 discard card that ruins their gameplan.

Just some thoughts.

0
Posted 30 June 2016 at 20:56 as a comment on caw-blade

Permalink

I'm not sure how I feel about sulfuric vortex given how few lands you have and how many of them will be pulled out of the deck by search lands. I see a real potential to stall out at 2 mana for a few turns, which makes me hesitant with the 3 drops that don't do damage right away but give the opponent time to deal with it and you. Flame rift accomplishes basically the same thing for only 2 mana and they can't abrupt decay it away. I also prefer flame rift over mainboarded price of progress, but that's just me.


I have the same problem, low land count, with running 4 fireblasts. I always run 3 so there is a smaller chance of having 2 in hand which will sink you.

Other than that this looks like a solid deck to me. eidolon just sinks every deck in legacy and swiftspear is one of the best burn deck support cards ive seen in years. Solid build.

1
Posted 30 June 2016 at 20:39 as a comment on Mono Burn Hates You

Permalink

Ya that's an absolutely sick combo. 2 mana to fix a problem.

1
Posted 28 June 2016 at 21:06 in reply to #584466 on Sunforger

Permalink

I'm not a fan of goblin electromancer in here. 16 of your 28 instants/sorceries don't benefit from it and it doesn't give you any other advantage. Guttersnipe, snapcastermage, gelectrode, and talrand come to mind.

Just some thoughts.

0
Posted 28 June 2016 at 21:04 as a comment on pyromancer/delver

Permalink

I absolutely love builds like this.

treetop village might not be the best choice in here as it has the potential to stall you out turn 2 or 3 which will be lethal to this deck's plan. You basically need a 1 drop, 2 drop, then 2 or 3 drop on each of the first 3 turns, so putting in a comes into play tapped land has the potential to hurt that plan.

In addition, this is exactly the type of build you want to use search lands with as it has a very low curve and can realistically function on only 2 lands and is at full steam with 4. I would consider trying to run 4 verdant catacombs, 4 windswept heaths, and 4 wooded foothills with 10 forests.

I know that sounds like a lot of life being lost, but the life total of this deck is basically irrelevant as you are trying to race your opponent for control of the field via agro. With this many search lands, by the middle game, your deck will only be drawing a land 1/4 turns and it will be much more consistent and you will be winning a lot more games.

Dungrove elder is a powerhouse in this deck. max him out to 4 and say thank you that some fool made him into a card.

I would also ponder (joke) putting in 2 more 1 drops to bring the turn 1 monster plays to 10 total, basically insuring that you will have a creature out turn 1. Savannah lions is a good choice for this build. That way you will be able to swing for 2 damage on turn 2 almost every game and if necessary take out opponent's turn 2 blocker then leave the field open for your babies.

Just some thoughts.

0
Posted 28 June 2016 at 19:54 as a comment on Stompy 2016 [Modern]

Permalink

You seem to have a bit of a land problem here. I see lots of green and no way to get it on the field

0
Posted 28 June 2016 at 19:42 as a comment on Sunforger

Permalink

I'm not sure how I feel about cryptic command in a tri-colored deck in modern because of its tough mana cost. I know its basically the best utility counter in the game, but it won't do anything for you in the early game and will hamper development in the middle until it becomes usable, so it might be worth considering putting in a counter you know will hit early like negate and then up your supreme verdicts to handle the creatures that cryptic command could potentially stop.

1
Posted 23 June 2016 at 05:22 as a comment on Thopter Gifts

Permalink

hangarback walker seems a bit slow for vintage to me, as does triskelion without a way to combo him for infinite damage which I don't see in this build. why no cranial plating?

0
Posted 17 June 2016 at 04:05 as a comment on Vintage Ravager

Permalink

ya, that's absolutely necessary now, which I don't really like. swinging with a 5/5 turn 2 in modern is pretty much a bunch of bullshit, but I guess there's nothing I can do with it but roll. The deck would look totally different with ensoul artifact, but that's the best way to do it. something like 66% of your games would have active damage beastly monsters in play on turn 2 or 3, which is a nightmare

0
Posted 31 May 2016 at 04:20 in reply to #583097 on Modern Tournament Cranialplate

Permalink

I've never been a fan of think twice. In here, you would get a similar advantage by running remand, which has the potential to buy you a whole extra turn in the early game and at least has the chance at slowing down a turn late game.

I would personally feel more comfortable with 1 wrath of god and 1 detention sphere over timely reinforcements. Yes the life is nice, but I don't think the 3 tokens give you the stopping power to justify it when you could run something that is a permanent/semi-permanent answer to your problem for the same or 1 more mana. I would consider it as a sideboard option against blitz decks, which I could see it being effective against.

Do you find you need 25 lands? I know you have 4 fetch lands, but that still seems quite high to me. I would think you would be ok with running 23-24 with maybe a few more fetch lands to thin out the deck once you hit the essential 3-4. That still lets you run a few of your non-blue/white lands and still have a good mana base without choking yourself.

There are a couple sideboard staples I'm surprised not to see, but perhaps your meta doesn't offer them many targets.

celestial flare for pesky indestructible/hexproof/protection guys.

mindbreak trap for combo decks/can't be countered spells.

leyline of sanctity over witchbane orb (unless your meta is curse heavy).

rest in peace over tormod's crypt.

revoke existence.


Just some ideas. I love a good control deck. glad to see them being made.

0
Posted 07 May 2016 at 04:10 as a comment on U/W Resilience (Modern)

Permalink

ah, makes more sense

0
Posted 01 March 2016 at 23:10 in reply to #576633 on UW Control

Permalink

I'm not a big fan of mainboarding darkness in here unless you are in a meta that goes heavy on fast damage. I would go with 4 serum visions instead as this deck would benefit from some card accel and early game scrying. I would also consider swapping in robe of mirrors for some safety. illusionist's bracers seems redundant as once you have an active zur you have field control and double searches don't benefit you enough to justify having it as a dead draw. I run story circle in my version of this deck which is devastating to aggro builds. I would also consider wall of omens to give you early game protection and card accel. basically never a dead draw.

0
Posted 01 March 2016 at 23:08 as a comment on Enchanted

Permalink

I'm always hesitant about running sphinx's revelation because it eats up the turn you play it which leaves you vulnerable. On top of that, you have to play it late game to get anything out of it which means if you draw it opening hand or middle game its basically a dead draw. Keeping that reasoning in mind, I would limit it to 1 copy per deck to basically ensure that you won't be getting it opening hand very much. Personally, I would rather run tidings as a draw source as it will be cheaper for better card advantage and can be played in the middle game instead of sitting in your hand as a brick until the end game. With revelation, you will have to spend 7 mana to draw 4 cards, and you will only gain an extra 4 life, which really doesn't help that much when compared with the extra mana you have to spend.

I'm also concerned about running 4 snapcasters as you don't really have that many targets for them which makes them dead draws until the end game. You wont be casting them for revelation, so you only have 7 instants and the supreme verdicts as targets, so I think running 4 snapcasters is a bad idea. It would be better to trim it down to 3 and run another instant control element to up the chances of the mage hitting and hitting hard.

Spreading seas doesn't really fit in here as you are only running a 2 color deck and aren't looking for any islandwalk damage, so I can only assume you are using it for acceleration and slightly better mana base. Serum vision would be a much better bet as it can be played turn 1, gives better card advantage, and as a last resort can be an outlet for snapcaster when you have nothing else at your disposal.

I would also consider knocking the lands down to 22 with the above mentioned changes as you will have a pretty low curve and have no need for excess mana which will help the deck be more consistent and not get bogged down late game with top decked useless lands.

Just some thoughts.

0
Posted 01 March 2016 at 22:16 as a comment on UW Control

Permalink

running 26 creatures in this deck is unnecessary, especially since you are partially going for the exalted mechanic. Running 4 copies of serum visions would remarkably speed this deck up as it would give you something to play turn 1 that is a wonderful tactical solution in modern and can help you accelerate the point of the deck. For the same reasons, I would consider running 4 noble hierarchs. Turn 1 exalted mana producer is pretty much exactly what this deck needs.

0
Posted 01 March 2016 at 05:33 as a comment on Bant

Permalink

While I love the concept of the deck, I think your land base could use a little work. 18 lands, even for your curve, is low. The chances of you having to ditch a card to a mulligan are super high which would negate the card advantage you are looking for. This problem can be corrected by using fetch lands like flooded strand which allow you to have the chance at lands in the opening hand but thin out the deck's lands in the middle and late game so you are effectively running fewer after the game starts. I would kick the lands up to 20 at minimum (I would personally go with 21), and run 4 flooded strands which will help you with opening hand efficiency but keep the deck saturated with spells as you play them.

In terms of removal, I think pacifism is probably your best bet for this low of a curve.

0
Posted 26 February 2016 at 20:57 as a comment on Jeskai Aggro

Permalink

I don't see a point of akroma's memorial. All your creatures are bosses already and giving them more is sort of redundant. I wouldn't bother with rogue's passage at all for similar reasons, and you want to save the land search for fetching the urza lands so you can actually cast your stuff. Running 9 forests instead would help a lot with the early game consistency.

0
Posted 16 February 2016 at 00:24 as a comment on Artifact Tron

Permalink

You have missed out on some of the best black options, which ironically happen to be 4 drops which you seem to enjoy. Phyrexian obliterator and desecration demon.

Also, 24 swamps is a ton with no search lands to thin them out for the middle and end game. I know this probably wont be something you want to hear, but right now you have a very slow deck that will be less consistent than its competitors because of its slow start and overabundance of lands. You would have more consistency to drop down the curve of creatures dramatically and use desecration demon and phyrexian obliterator as your muscle, both of which can hit the board on turn 4 if necessary.

I would run 22 lands, around 16 of which would be swamps and 6 would be search lands like bloodstained mire to thin out the deck so you don't draw unnecessary lands for the middle and end game.

Also, while memoricide is an excellent sideboard choice, it won't do you much good the majority of the time unless you know exactly what the meta you are playing against is and that meta happens to be heavily reliant on combo pieces or singular win conditions. In almost every case, you are better off running a solution to a more probable problem and stick the memoricide's in the sideboard to save for the right matchup.

Just some thoughts. Not trying to be rude or anything like that, just been around the block for a while and am heavily familiar with the type of deck you are going for.

1
Posted 15 February 2016 at 06:40 as a comment on Mono Black Control

Permalink

I would personally feel more comfortable with leyline of sanctity in the sideboard, but that's just me. is your meta heavy on burn?

0
Posted 12 February 2016 at 19:55 as a comment on Silence is Charming

Permalink

881-900 of 2,573 items