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Microwave: slowly turning tempo into heatThe idea of this deck could not be more simple. Say 'no' to opponent while building to a win condition that utilizes tempo to create material. High Noon helps tremendously here, as your goal is to be able to sit back and let Bitterblossom win you the game, so if you play a High Noon, you can go 1 for 1 with whatever opponent is doing every turn, all while pumping out your flyers, which is a win mechanic.The only real problems here are that Bitterblossom is relatively slow and bleeds you out while it works, both of which are mitigated in the build. Firstly, as stated, you want to buy time and turn opponent's momentum off anyway. The entirety of the build, other than Bitterblossom, does this, so that shouldn't be a problem. Secondly, you've got a few anti-bleeding cards mainboarded to help mitigate this problem (Kaya's Guile and Lightning Helix). Thirdly, Bitterblossom is cumulative, so its bleeding only becomes a problem if you can't keep opponent from messing with it, and throwing hate at the 1/1's is essentially pointless, so the only real way to do that is to have some bigger threat fielded, which this build is designed to prevent. And fourthly, you can outrace opponent to the bottom with the burn cards if necessary.Feedback appreciated.
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NOTE: Set by owner when deck was made.
Since Rip Apart does not get rid of The One Ring, I feel like fewer copies of this 2 mana worse lightning bolt are warranted and more copies of Damn should be played instead, so that playing from behind against tokens and fast mana and 2 mana 7/7 murktides and unearthed oculi becomes more feasible (imagine you are on the draw against mardu or boros, before you can even think about resolving High Noon they have 3 creatures in play, with 2-4 more coming next turn).Also, with the amount of discard, a way to convert a turn 9 Thoughtseize draw into a viable card would probably be pretty good. Something like Geier Reach Sanitarium that does not require much deck-building commitment. I cannot think of a card that does it well in mardu colors tho.Also, with Bitterblossom being essentially the only win condition, do you think the deck could support a 1-of archangel's vault?
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I've been toying around with the whole 'deal with the one ring' thing, and the best solution I've had so far is (hilariously) running Cast into the Fire, which not only deals with the big bad artifact of the day, it doubles as delightful removal against [[Ampred Raptor]] and Orcish Bowmasters. As a sidenote, I'm toying around with an anti-meta build to take advantage of this and a few other fun overlaps like Arc Trail.You're probably right about Damn, which makes me wonder if I just need to mainboard some Pyroclasm as well.I'm still struggling with the discard element. I'm in love with a turn 1 discard disruption, especially when followed by turn 2 High Noon, but they do tend to turn into dead draws in lots of builds. My thinking on this one was that with a High Noon in play, you bottleneck opponent, who has to hold onto multiple solid cards, so when you topdeck a discard, you can trade it off for another potential threat. Not really sure what to do about this long term yet, other than to work in something like Blood Fountain and build synergy around that.Vault of the Archangel could probably be swapped in over Hive of the Eye Tyrant or one of the Urborgs. Good potential option against big threats as well as anti-bleeding.
Have you played this deck? Or is it just a theory?It looks really nice, but I´m not sure, that you can win only with one wincondition.Thks for deck idea and answer.
I haven't played the deck yet, I typically map things out in theory quite a bit before committing to a playtest, but that's me.Bitterblossom is the primary wincon, but in reality the deck tries to strangle opponent to death and then win with small bits of synergy built in. For example, each High Noon doubles as 5 incredibly inefficient damage to the face. In any regular build, this would be essentially useless, but in a build that wants to turn time into a win, paying 7 mana for 5 damage (broken into 2 and 5 mana) isn't that bad a deal. And since you control when High Noon gets sacked, you can plan out a turn where you dump 5 mana into sacking one, throw out a few other burn/removal/discard spells, then play a second High Noon, and you just basically got 2-3 meta-turns for free on top of burn damage. On top of this, spot removal is essentially useless against Bitterblossom, but with High Noon, spot removal becomes a complete negative, as drawing into one means you're forfeiting an entire turn of development just to ping me for 1 damage. In my mind, the two cards are best friends.Then there are the little damage factors, like the possible token from Kaya's Guile, Hive of the Eye Tyrant, and Bolts/Helixes to the face. None of those will win on their own, but combine them with the other damage sources and (in theory) they should be enough synergy to push the build through to a slow damage win.All of this being said, the Microwave concept is still very new, and I'm still messing around with it, so it's quite possible that more wincons need to be built in.
If you are afraid of the bitterblossom drain then why not consider Blind Obedience. It's another way of controlling their board state while also allowing you some life gain of your own with each spell you cast as a response.
You know, that's honestly the most interesting suggestion I've heard in a long time. This deck will have dead mana anyway (hopefully) thanks to High Noon, so it wouldn't be an imposition like in decks with tight mana curves that can't afford the extra mana every turn. If all 3 enchantments are on the field, that's pretty much GG unless there's some mega-threat already fielded that can't be dealt with by the hand-buildup that's essentially guaranteed in this build. I will do a lot of thinking on this, as you could even cut Bitterblossom and just run High Noon and Blind Obedience on their own and potentially have a similar effect. Thank you kindly for the feedback.
I gotta disagree, Blind Obedience impacts next to no modern decks, and draining an average of 1 life a turn cannot possibly be worth 2 mana and a card. I suppose it is good against reanimator and Ragavan, but that's just about everything, no?
It is not a case of impacting the board state but rather a way around the Bitterblossom life loss making you being able to last longer in a game of attrition. There are of course other ways this can be tackled like Bastion of Remembrance but at the cost of losing board state by blocking with your tokens.In all honesty I wouldn't remove Bitterblossom from the deck as you'd need blockers to protect against difficult to remove creatures and deal the finishing blow.
Here's why I find it interesting:1- it slows down The One Ring for a turn, which essentially makes opponent lose an important turn and have less ammo for their protection turn2- it slows down all the tiny artifacts that are/were popular in modern. Since Grinding Station and Belcher are now competitive decks apparently, this is mainboarded tempo hate against 2 major competitor decks that are largely immune from your mainboarded spot removal, which is nice3- it completely nerfs one-turn critter bombs (but unfortunately won't do much but save some life against stuff like Goryo's Vengeance)Is this enough to include it? Honestly, I have no idea. It's almost pointless to try to play outside the box in modern anymore, but I can't help but try to fit cards that have interesting ideas into a framework and see what's possible. High Noon will almost certainly be forgotten, but it intrigues me and I want to play around with it, and Blind Obedience seems to fit at least some portion of what the Noon strategy is trying to do, slow things down and transform a lack of tempo into an advantage. I'll keep digging I guess, and see what happens.