I'm currently trying to build a deck using miracle burn and noxious revival.Can I get an overhaul from someone experienced with burn?http://www.mtgvault.com/wickeddarkman/decks/wdms-modern-burn-prototype/
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BFRIK2: Yeah, DRAKERAENES is nailing the point there. There is no cardadvantage in faithless looting. all his spells replace themselves. looting draws 2, discards 2 but does not replace itself. Only reason why I suggested it myself was in company with serum powder, which was to make a lategame obsolete card usefull again.
Put the milldeck online, and I'll give it some comments...
Most people never make the connection between mesmeric orb and ghostly prison, so congrats on that.I have 2 decks that might be of use to you:The first cannot be fully transferred to modern, but it is pretty special.http://www.mtgvault.com/wickeddarkman/decks/wdm-stranglemill-legacy/The second deck is a mill-deck that kills on turn 4-5 when the land behaves.http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/
Heh! If you are playing legacy or modern, then I just got the advice for you...Use lantern of insight or anything else tha allows you to see the top of your opponent's library. With pyxis and all the other 1cc mill-artifacts you can control their draw for the rest of the game.Take a look and write if there was anything usefull, otherwise I might have some other ideas for you...http://www.mtgvault.com/wickeddarkman/decks/wdm-stranglemill-legacy/
Mesmeric orb will make your creatures grow!Surgical extraction or remand would be pretty fun with talrand. Especially remand.Comercial for my own stuff:http://www.mtgvault.com/wickeddarkman/decks/fast-reliable-modern-mill/
No problem.
I took a look at what's out there costing 1 mana and drawing a card. There's plenty more if you're not scared of diversing into other colors, though it might all fall appart then :(
That you have lots of counterspells in sideboard against combo :D
leap, cloak of feathers, insist, repeal.
1: Sometimes there is an actual mathematical reason for playing more than 60 cards, this is usually to fix some mana-percentages. Stuff like that is mainly theoretical to the ordinary players though some math-geniouses have proven this to be true and used it as well. Sometimes pro-players use 1-3 cards above 60 but usually can't explain why it works with their design. I can actually supply you with a primitive way to test if your deck needs more than 60 cards. Have a sleeve ready when testing your deck and a notebook. play some testgames where you draw 6 cards instead of 7. During the game, note if you could actually have needed the blank card to be mana or a creature. Play about 10-20 testgames and if there is a clear favorable pattern towards 1 type put the choice in the sleeve and you have 61 cards. Repeat until you reach a stable "solution" I usually tend to have a rule that first card to have 5 strikes more than the other card gets a slot. If you end up in 40-50 tests on a single card you have probably reached a balance.2: This same method can be used to fix mana.3: Regarding 4-off each. There are two other strategies than that. 1: versatility. 2: tools. both uses less than 4 cards for different reasons.4: You need to start the "strategy" section by explaining aggro combo and control.5: I have various decktestes that I can describe, some advanced, some primitive.
I usually recommend beginners to start out with 24 lands because most beginners wan't to experiment with mana and learn the hard way from this, which means that 24 lands cover most of their toying :DFor the more advanced I recommend 22 mana, and I use 22 mana in about 80-90% of my decks.
A few other options.assault strobe (doublestrike for R)tainted strike (infect for B)srorm entity (can replace grapeshot if needed, since swansong is gaining in popularity!)immolating souleater (with assult strobe or tainted strike and some simian spirit guide it's a turn 1 combo)
I know, from the description you gave. This is to throw of your brother if he's spying :D
Test it against the most agressive beatdown in your meta that you own or know about. I'm thinking -2erayo and -2kaijin then +4 orb.If the orb fails the test just switch back :) Best way to test is find someone familiar with aggro as some players may figure out how to slow down their attack just enough to not be milled. Test extensively.
Only if you don't want to pay the life! So watery grave is a go. Darkslick shore is go as well to a certain point of view, but depends on how your deck plays out. My own linked deck usually kills at turn 4-5 which happens mainly with 3-4 lands, so if my 4th land is a darkslick shore I lock myself down at a vital time. I need to use every mana at all time...I have been thinking quite a bit on adding forbidden orchard because it can be fun if I get mesmeric orb in play, but this would demand that I might also use leyline of singularity in main.
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