I'd say, cut 1 drum, 1 thoughtcast and try out 2 ensnaring bridges.
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And most of affinity's creatures slip through the bridge.
There have been a few. Very few, but modern seems to be allways changing these days, so who knows :D
I'd still say you need more lands :PIn my groupplay haydays I was allways the target because I owned most cards and allways had some nasty brews that would try to cut down everyone. The only combo-player could never be stopped by anyone else than me, because I allways had something to stop him, and half of the games usually went: stop the combo deck from winning, die, see the combo-deck die, see the rest fight it out.In my group-experiences, the most quiet player almost allways wins, which has nothing to do with politics really, despite the fact that we did allow threatening and dealmaking :D
Either you are very new to magic, or this is an elaborate joke... (I have never seen so many high castingcosts with so little land in a deck)For some reason there are groups that tell new players that they recommend that 1 third of your deck must be lands.This is an extremely narrow assumption, and I can tell you that decks need lands based on the very content of the cards in your deck.You need to break out of the 20 lands for a 60 cards deck mantra, as it is an extreme lie. With 19 cards costing 4 or more, you will draw cards that are dead in your hand for more than 4 turns, and this will happen 1 third of your draws, which is a pretty longterm strategy. Imagine that you got to draw an opening hand of 9 cards, then it would statistically hold 3 lands, 3 cards costing 4-5 mana and 3 cards that you would be able to cast faster. Just think about that hand a bit, then remember that you actually can't draw 9 cards, so you have to cut 2 away. Let's say the rules allows you to do this, and that you get to pick which 2 cards to remove. What will you remove? You can't lose any lands, because that would cripple you, and the stuff costing less than 4 mana is probably what you need the most to stop your opponent fast. The logical consequences of this is that you pick one of 2 strategies.1 You seriously need 24-25 lands to support playing with such a high castingcost.2 you cut down on cards with a high castingcost to get more cards with a lower castingcost.
It's a bit outdated already :D A lot has happened to the meta after the eldrazi lost their eye.With emrakul only being played in nahiri control, it is actually time for mill to take back the meta for a while :DNahiri control is basically the old URW-MID with -2 cryptic command, -2 sphinx's revelation and +4 nahiri.I ate URW for lunch with my own milldesigns back then. The meta is wide open for mill to resurface.I'd actually try out the decks of the past before building anything new.http://www.mtgvault.com/wickeddarkman/decks/godica-king-of-modern-mill/http://tcdecks.net/deck.php?id=14108&iddeck=103810Newest mill is by michael coleman, and I frankly find it to be lacking in design, but he won, and I can't take that from him.http://tcdecks.net/deck.php?id=20515&iddeck=156484Try building a hybrid between the three :D
Oh. Where do I start???Normally I'd advice you to play less than 3 taplands, but skyline cascade may actually be of use.I'd also try playing with 25 lands, since you have a lot of cards costing 5+.I also guess that you and your friends are new to the game (Based on your cardpool) so I'll stay within the general outlook.I love talent of the telepath myself, and have written an extensive guide on it for modern use somewhere. Try to get 4 of it.Jace may be good if he can survive. What you want to ask yourself is how many dead cards do you want in your hand? If you are unlucky and draw 1-2 more jace's they will be dead cards while in your hand. I'd cut 1.If you can get 4 noxious revival, you will be able to use them with talent of the telepath (Controlling what effects you get out of the talent) reuse startled awake and boost the thing in the ice (play 4 things as well)
I've been working on a rogue grixis build for about 2 years now.http://www.mtgvault.com/wickeddarkman/decks/6-shriekers-modern-grixis/Perhaps there's something there that may inspire you?I've used seal of fire long before jund started using 1.
I've recently used zealous conscripts against kiki, but if you want to aim at a pure red version (Faithless looting, red rituals), zealous may be your pick. It has the advantage that when it comes into play you may kidnap their spellskite with it, then copy zealous with kiki (Remember that zealous untaps kiki while taking control of it) then you go infinite :D
I've recently used zealous conscripts against kiki, but if you want to aim at a pure red version, zealous may be your pick. It has the advantage that when it comes into play you may kidnap their spellskite with it, then copy zealous with kiki (Remember that zealous untaps kiki while taking control of it) then you go infinite :D
Their sideboard is different.I like the sideboard from your link, though I'd exchange extirpates with surgical extractions any day :D
Snappy is for the "private" meta. Tournament meta you use augur of bolas!I'd say most play 2 of these, and both are important to the deck, so cut out on other mill.Think about manic scribe in three ways.1: how much will it mill, and how often in terms of turns. Can it outperform a glimpse if it was cast the same turn?(This has to be viewed on full timescale, so always assume you live for 4 turns)2: Will it burn out any of the opponent's resources? (Will he have to bolt/bounce it in order to survive or can he just ignore it and win)3: Will it save you from the particular aggro you face.
what format?
He "knows" me from past posts :D
Nice to see that mill is active again in modern.Having followed several designs over the years I can say that this version is not that "perfect".I know that you didn't design it, but I'll take a potshot at it to enlighten those who will follow.23 lands is just above the cut when playing ensnaring bridge. Modern is a very fast format, and the fact that you can only play 1 land at a time will make it difficult to empty the hand in time (Many decks can kill at turn 3-4 quite often). This isn't helped by 3 shelldock isle's which I over the years have campaigned never to be played more than 2 of (I prefer to play 1). At highlevel tournaments your opponents will play around using fetchlands, which will also disable the bridge, and any hand with 3 bridges will also take time to empty, so all in all the design is working against itself when it comes to ensnaring bridge.Manic scribe is a nice new addition to the theme, but with only mesmeric orb as a means to fill the graveyard to enable delirium, it lacks some other cards that builds towards delirium. Betting on creature, instant, land and sorcery as an enabler is not enough, so expect the millers to experiment with this.The rest of the deck is more or less classic, but could frankly have a better designed sideboard. (The clasic sideboard would do a lot for it) Most of all I am saddened by the lack of even a single "invasive surgery" in the sideboard.Also, the way I see it, the mill-version with most success (Especially online) has always been the esper-version, and I really think that manic scribe would be better of in that.All said and done I still "liked" the post :D Good job on spotting it!
Went to a modern tournament with my grixis shriekers.Have been testing forever and never actually played with the deck before now, so it actually turned out quite well. lost 0-2 three times, 2 due to insuficient knowledge, 1 to a double manascrew.got 1-1 three times against other decks, won 2-0 and lost 1-2.Read it all here:http://www.mtgvault.com/wickeddarkman/decks/tourneyreport-grixis-shriekers/
Has anyone suggested woodlot crawler?BU2/2 forestwalk protection from green.
I think it was the artifact that was banned in bloom :D I can remember that I contemplated if anyone would play lotus cobra to replace it :DThere's also simian spirit guide to consider. (loot couldrandomly fetch that) I've also thought about a small change.Remove narcomoeba, add violent outburst (Art always reminds me of a VIOLET outburst) and noxious revival.Noxious revival might be your best defence against discard and counterspells.
I think it's too soon to call it format breaking :DHas there been any tests done with it?And specifically, tests with gravehatred in focus?You could use my shrieker deck as a random example of how a random deck would hate it, as I play 2 surgical extraction and 3 dimir charm in maindeck to hate the ordinary living end deck.I would also board in 1 grafdiggers cage, 1 rakdos charm, 1 invasive surgery, and during play I could kill my own sages to play shriekmaws for 1B prepairing for when living end hits the table.And I'm just random noise :D
Looks like it's the season for posting pet projects :DI've come a long way with my "paperstrip grixis" and a hell of a lot of hours have been spent on it.http://www.mtgvault.com/wickeddarkman/decks/5-shriekers-ii-modern/
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