i find myself leaning toward control decks that have a long game win condition. i absolutely love assemble the legion and bitterblossom. just sit back and hate on everything and let them pump out your win.
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i checked all those out, gave the opponent too much time to react is my only concern. the combo i have going is a 1 turn thing.damnit. i love turn 1 green sun into dryad arbor. this must have been a recent change. thanks for the heads up
i tried to branch out from the traditional builds
whoops. aura of silence it is
this deck would be a lot more consistent if you made it black and blue, so you could add in ponder and careful study
ponder and preordain speed things up greatly, as do the cheap creatures and counterspells. basically it doesnt matter what the board state is once the combo goes off, which isnt that hard to do. if you snag a stasis but not a will and are in a bad spot, just wait till they tap sum stuff out and drop stasis for a few turns to freeze the field until you can get what you need. its more flexible than you would think. stasis is one of the best stall cards out there, even without a way to continuously use it. should buy you at least 3 turns if you have out a few lands, which can be all the difference in a combo deck. that being said, there are more reliable decks out there. i wouldnt take this to a tournament
nature's will works pretty well too. I wish stasis was modern. That would make an unstoppable combo on turn 5 in modern
it would be awesome if it did though
stasis is meant to slow the game down long enough for you to set up the rest of the control base. i realize it doesnt untap you for stasis.
there are different variations, but the general gist is slowing down the game long enough to get out smokestack or an equivalent which decimates the field. since i built in multiple ways to get permanents to sacrifice each turn (crucible and awakening zone), the stax doesnt hurt me, but it devastates the opponent. once i get 2 counters on it, its pretty much game. basically stax decks are prison builds that seek to disrupt the fast pace of legacy. ive built several of them actually. they are very fun to play
thats why im running icy manipulator. if mine is out, i can tap it and stop the opponent from drawing. if not, i can shut down a land or a creaure
and personally, i think tarmagoyf is overrated. its a brute that has conditions for its effectiveness. besides, im relying on huge but cheap flyers in here, and want to control the board until they start working. goyf would just take up space
i know the rest of the magic world is in love with remand, but i find it rather pointless. sure, best case scenario it stalls out the opponent for a turn early game or helps you squeak by with a win condition, but the rest of the time its just a waste of mana on both sides. as soon as the opponent builds up enough lands, say turn 7-8, then it becomes useless because he will just replay it and all you did was draw a card. I would much rather have negate to stop the removal and control aspects for good and protect my win conditions with it. similar problem with mana leak. ya, its great early game or late game when they go for an all or nothing play, but the rest of the time its just an inconvenience. I would rather have a solid answer that can be used regardless of the opponent's manabase. psionic blast is a wonderful tool because it can be creature removal and strait burn damage, and no one expects it from blue. especially in modern, which is far more creature heavy, its a great surprise control card.caryatid is in her for 3 reasons- 1, its a tri colored deck in modern. there will be mana problems. 2, its a control deck, which is always hurting for the mana to play spells during the opponents turn while developing your own field. 3, its an early game blocker and a late game chump blocker that cant be pinged away because of hexproof. decks that swarm early and then run out of steam will be decimated by a turn 2 caryatid because it will give me time to work up to complete board control, especially game 2 when i would sub in my nukes that it could launch on turn 3 because of its mana boost. whats even better about caryatid is that it lets me play augustin on turn 3, which will obliterate the opponent's development and give me the time to get board control.
goblin sky raider is too slow. if you have to resort to a flyer to deal damage, you are already done. skirk marauder is too slow to really be of any use. if you play him for the 3 on turn 3, you are more than likely slowing down your field development which is a must in a goblin rush deck.a few more 1 drops are desperately needed. you shouldnt have a game where you dont have turn 1 goblin. goblin guide, goblin lackey, and goblin bushwhacker are perfect.this deck would be souped up greatly by goblin piledriver. under the right conditions, he swings for 5-7 damage as early as turn 3 and is the perfect fling target.shock is no good, 2 damage wont be enough to solve some problems. you are better off with chain lightning. goblin grenade should go a long way too, as it takes you 1/4 of the way there for only 1 mana. an excellent way to finish. here is a goblin build that has worked well for me- http://www.mtgvault.com/dknight27/decks/legacy-goblin-rush/
dig through time works against the other mechanics of the deck. if you pull stuff out, you wont have the material to snap and witness.also, you basically have no way to apply pressure mid game or finish the game in the long run. 2 phantasmal images most likely wont be able to get the job done by damage, especially when you want to counter their creatures in the first place. i would consider creakwood liege, as he can sit pretty and pump out tokens than you swarm after you have the conditions right. i also think 25 lands is a bit much. consider swapping 3 out for sylvan caryatid. i am in love with that card, it does everything you need in the early game. trip colored deck can always benefit from the mana production, and counter decks are always hurting for a spare 2-3 mana during the opponents turn, so that helps you big time. it also doubles as an early game blocker that can save you the 5-8 life that fast aggro decks rely on turns 3-5. plus, its hexproof makes it much harder to get off the field.in your sideboard, i would run cranial extraction or memoricide over surgical extraction. surgical extraction relies on them getting it in the grave, and my suggestions dont really have conditions and can be player relatively early. plus, they completely bulldoze combos and win condition decks and can also dismantle the opponent's method for dealing with your combos and win conditions. basically any deck that runs black should think about 3 or so copies of cranial extraction.im not sure feed the clan is the best choice. I know you want to play it twice and snag the 10 life (or maybe 20), but im afraid its going to be a waste of resources. the mages are precious in here, and they are needed for control to get rid of the opponent's board state. i would swap them out for go for the throat, as it is more likely going to save you the 5 life and be ready to snap right back and help again.just some thoughts. i like the build and love the decktype, ive made many myself.
im glad you liked it. i tried to work in ethereal armor, cause you are right, it would be devastating on invisible stalker. problem is, its a dead draw until late in the game and i dont want to risk it against faster decks and mid game powerhouse decks such as green and white aggro. that being said, i have made a deck that is perfect for ethereal armor. here is the link- http://www.mtgvault.com/dknight27/decks/modern-enchantment-swarm/
rest of em dont fit. obviously this deck isnt buildable, but my friends and i like to proxy blocks and alpha is absolutely ridiculous
ive been working through some sample hands, and traumatize isnt working the way i want it too. archive trap seems to fit the build pretty well, and it doesnt mess up the curve. thanks for the tip
he would be good in theory, but he is too expensive for what im trying to do here. a 5 drop will sit in my hand for at least 5 turns, more like 7, and im trying to pump out a creature a turn for the first 5-7 turns (after turn 1). with no mana accel whatsoever, i dont feel comfortable waiting on the 5 drop.
plus, i want as many forests as possible for dungrove elder, who owns the shit out of this deck. his hexproof basically limits the opponent to board sweepers, which they will most likely take too long to come up. if they do show up in game 1, i sub in caller of the claw and swing for game the second turn after they nuke.
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