Saracloud

17 Decks, 21 Comments, 3 Reputation

I have skimmed through the sets and have some cards that could be good for the sideboard. The exact cards and numbers you want depend on what you think the other decks you will be playing are. The sideboard helps shore up bad matchups or remove dead cards against certain decks.

Bone to Ash - A narrow counter, but it replaces itself with a draw. Could side this in versus a deck trying to play larger creatures.
Conclave Naturalists - 5 mana Naturalize that comes with a 4/4 body. Could be sided against a deck with troublesome enchants or artifacts.
Evolutionary Leap - This card is great against decks trying to trade 1 for 1 removal spells against your creatures, since you can sac the targeted creature in response and draw another creature for you troubles.
Mizzium Meddler - Another flash threat that can eat a 3 point burn spell targeted at another one of your creatures or maybe steal a pump spell.
Orbs of Warding - Helps against decks trying to go wide with small creatures, and stops you from being burned out or any discard your opponent draws late in the game.
Calculated Dismissal - A soft counter, non-specific but gets worse as the game goes on. You may included this, the spell mastery effect can be helpful.

The cards you currently have in your sideboard are good, the counters are a cheap way of interacting with something your deck can not touch game one and Displacement Wave can clear out tokens or multiple small things from decks that may aim to overwhelm your single target spells.

0
Posted 23 October 2015 at 01:37 as a comment on Simic Tempo

Permalink

I think you may need to revisit your manabase a little, 22 doesn't feel like enough when you have both Ghost Quarters and 2 Urborgs. I feel like you could remove the Urborgs all together since none of your spells are very black demanding and the only real upside they have are the evolving wilds being able to tap for mana instead of fetching a tapped land.

0
Posted 13 October 2015 at 18:08 as a comment on Modern Mill/Control

Permalink

I'm not sure if you are aware, but Birthing Pod is no longer modern legal. Sorry for messing up your deck idea, but it is cool with lots of different interactions.

0
Posted 12 October 2015 at 22:21 as a comment on pod combos

Permalink

Neat deck, Wolf/Werewolf tribal is always fun. Might I recommend adding a card like Wolfbitten Captive, since it allows you to spend your mana for the turn without casting a spell giving your werewolves a chance to flip.

0
Posted 12 October 2015 at 22:13 as a comment on Bark at the Moon

Permalink

I do not think this is the best deck for Aether Vial because you are often able to just cast the lower cost creatures and the larger ones with affinity are likely to be free. You could replace them with Cranial Plating or maybe a couple Mox Opals.

0
Posted 12 October 2015 at 01:47 as a comment on Best Deck Ever!

Permalink

A heads up, Tutelage can only target an opponent so if you were planning on using it on yourself it will not work.

0
Posted 12 October 2015 at 01:34 as a comment on Enchantment

Permalink

I feel like this deck is a little to scattered. Tutelage and Alchemist are both really build around me cards that do not really have any synergy with the rest of the deck. Altar of the Brood also does not seem very great in the deck without a way to really abuse it. Also, with 21 land Psychic Drain will probably never be to impressive. I think you need to focus on one angle of attack and focus on it.

0
Posted 12 October 2015 at 01:31 as a comment on Mill, WIP

Permalink

A 1-of Dryad Arbor could be a good inclusion. It acts a blocker that can be tutored up with a fetch if you need to buy an extra turn, or if you have drawn a demonic dread and your opponent is not cooperating by playing a creature you can target the Dryad.

1
Posted 12 October 2015 at 01:19 as a comment on Living end

Permalink

If you target Eternal WItness and another creature with Ghostly Flicker they will both leave and reenter triggering their ETB effects, but will not be put onto the stack until Ghostly Flicker has finished resolving. Once Ghostly Flicker has resolved both the ETB effects will go onto the stack, and Ghostly Flicker will be a legal target for Eternal's ETB effect.

0
Posted 11 October 2015 at 15:08 in reply to #564681 on Modern Bant Blink

Permalink

Counterbore, Eradicate, and Quash may not be the most efficient spells but the fit they fit the theme. Also Shimian Specter has the same effect but stapled to a creature, so it could possible be of interest to you.

0
Posted 11 October 2015 at 03:58 as a comment on U/B Control - Exile/mill

Permalink

I'm not sure if you really need so many "Propaganda" effects, I feel like just the play set of Ghostly Prison would be enough so you could probably cut Sphere of Safety.

I'd also recommend splashing blue for Detention Sphere because it is a better O-Ring in most cases, also you could include Spreading Seas as a way to disrupt the opponents mana and it cantrips which is nice. Blue would also give you access to Serum Visions to smooth draws and counter magic in the sideboard just in case.

0
Posted 11 October 2015 at 03:49 as a comment on Modern PILLOW FORT

Permalink

I would recommend playing Ghostly Flicker it works really well alongside Eternal Witness. You are able to target Eternal + another ETB creature, so that you can get the ETB trigger and then return Ghostly Flicker to your hand with Eternal. Being able to reuse Ghostly Flicker over and over may be able to open the deck up a little more because you could cut some of the other "flicker" effects. Both the Arcanist and Witch could be cut because Ghostly could fill the roll of repeatable "flicker" and is harder to interact because it is not a creature.

I would bump up to 4 Eternal to increase your chances of drawing Ghostly + Eternal, and I think you should play a full 4 Thragtusk because that card is busted.

0
Posted 11 October 2015 at 03:22 as a comment on Modern Bant Blink

Permalink

A silly combo that goes a long with all these "Threaten" effects would be Bazaar Trader. With Trader out when you take temporary control of a creature with a "Threaten" effect you can tap Trader to give you permanent control of the creature. This can be fun and help because it allows you to keep the creature until you have a sac effect if you do not have one right away.

1
Posted 06 October 2015 at 06:19 as a comment on Budget Decks: Control

Permalink

Some spells to consider from BFZ Quarantine Field, Retreat to Coralhelm, Retreat to Emeria, Stasis Snare, Sheer Drop, Scatter to the Winds, Ruinous Path, Roil Spout, Planar Outburst, Clutch of Currents and Painful Truths.

Planeswalkers to consider would be Gideon, Ally of Zendikar and Ob Nixils Reignited.

Lands with effects Blighted Cataract, Blighted Fen, Blighted Steppe and Skyline Cascade

Battlelands that are in your colors Prairie Stream and Sunken Hollow

0
Posted 02 October 2015 at 03:30 as a comment on Esper Control (Please Help)

Permalink

I would start by getting rid of some the low impact cards. Things like memnite, ornithopter, and fountain of youth can go, I understand they are cheap artifacts, but they do not really do much. I'd throw in 4x ichor wellspring, 4x Mycosynth Wellspring, and 4x Solemn Simulacrum, all these do something when they enter and if you sac them to a Shrapnel blast they give even more value.

1
Posted 02 October 2015 at 03:02 as a comment on Tyrant's Artifacts

Permalink

A couple ideas may be to swap in either Molten Rain or Roiling Terrain because they are a little cheaper or do more damage. You could also swap the Index's with Sage of Epityr, they look at one card less but play well with Cache Raiders. Another card you may be interested in is Cryptic Annelid it is a really unique card and deals with the scry mechanic. Some other random cards you may be want to look at with scry on them would be Voyage's End, Magma Jet, Foresee, Dissolve, Condescend, or Anchor to the Aether since they can help you stall and fit in with the scry theme.

0
Posted 26 September 2015 at 20:57 as a comment on Monsters of the Deep

Permalink

Oops I guess I had my Living End deck on my mind. I actually meant Hordeling Outburst, but now that I think about it Violent Outburst may not be to bad. Also, if you are splashing green for that now you could try Atarka's Command too.

0
Posted 26 September 2015 at 14:50 in reply to #563057 on Signal Fires

Permalink

Hey, I had a deck somewhat similar to this but it was more of a Goblin Affinity mashup. I would suggest both Signal Pest and Goblin Wardriver since they can get a lot of value out of all the tokens. If you wanted to go more in on the token theme you could play 4 Dragon Fodder, 4 Krenko's Command, and 4 Violent Outburst plus maybe some Memnites/Ornithopters so that a turn 1 Kuldotha Rebirth is an option. The token recipe is pretty deadly and can kill quick, however your Fireball/Descent of Dragons plan is really nifty and I would not blame you if you wanted to stick with it.

0
Posted 25 September 2015 at 23:18 as a comment on Signal Fires

Permalink

A couple cards you may want to consider would be Khalni Heart Expedition ( turn 2 expedition into turn 3 harrow is some serious ramp but other than that it fetches two lands at instant speed ), Primal Command ( does not help with landfall, but it does gain life and search for one of your larger pay off landfall creatures ), or maybe a couple land with etb effects like Sejiri Steppe/Khalni Garden ( You can protect your creatures at instant speed with Ruin Ghost or make more plants for Avenger ).

You could also consider swapping Sylvan Rangers for Sakura-Tribe Elders ( fetch lands at instant speed and ramps ) and Nature's Spire for Eternal Witness ( Costs 1 more mana but you get a 2/1 body and the ability to get more than just permanents ).

These are all the things I can think of right now, Hope this helps.

0
Posted 25 September 2015 at 20:33 as a comment on Landfall/side of lifegain

Permalink

A neat idea since you are playing with Pyromancer's Ascension would be to play cards like Thought Scour and target yourself or some effects like Faithless Looting/Compulsive Research. These effects could help you find some of your main cards like Young Pyromancer or Guttersnipe while also filling your graveyard for Pyromancer's Ascension.
A nifty combo with Pyromancer's Ascension is proliferate, so if you were to cast Volt Charge you could actually get both counters required in one spell. If there was a Volt Charge in the grave you get would one counter when you cast the spell and then proliferate and get the second.
A couple other spells you may consider might be Izzet Charm, a versatile card with no bad modes in the deck, or Treasure Cruise, once you have 2 counters on Pyromancer's Ascension you can delve away the grave ( 1 mana draw 6 is never bad ).

0
Posted 24 September 2015 at 23:50 as a comment on Spelldeck

Permalink