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Aggro elementals, they did well in tournaments, but never top 3
Recommendations welcome
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Okay, stats for game one...I have 3 //venture deeper, 3 stream of thought and 2 chancellor of the Spires to mill info from you on my turn 1, chances are I get to see that you play elementals.In cases you start the game I have 3 merfolk secretkeeper// and a single darkblast and 4 engineered set to one, to stall you with. (8 cards) the reason I'd set the first EE to 1 is to either kill a harbinger, or to set up a barrier against lightning serpent and spark elemental.On turn two I'll either build up on the barriers or play mesmeric orb to both punish your playing of creatures and tapping of land, while generating a grave to fish in later with stream of thought.I might also gamble on an early oona's prowler, followed by ensnaring on turn 3, but you know that.Turn three is where I evaluate if I can win fast through fraying sanity, usually based on how good the defence looks. Playing EE set at two and explodes it if I have simian.By turn 4 we are nearing the endgame.
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That sounds great, as long as I don’t draw a decay/ pulse
I wouldn't worry about 1 card being stopped, we have almost the same manabase, but you have a lot of 3 costs so you will be much slower. All I have to worry about is stalling you long enough. In some games I will be lucky enough to get darkblast in the opening hand, and it can take out the 8 ball-ementals, the reef and more.Anyways, noone but me would be insane enough to play my mill, so you shouldn't worry about it.You've skipped out on cavern of Souls, I'd take out one of the other landsets instead. My guess is you are adapting against the moon ?You could use a blend of duals based on red like I've build up my ld-mill, which I made immune to the moons by having just 1 mountain and the rest of the duals are red duals and then basics for all other colors.If I add the same thing to my own mill I get to play the moon as well, which is one of my older ways to fight affinity, infect, humans and merfolk.I can also generate you a priority list on what millcards to be most worried about, because sometimes, on the average, it's better to negate a glimpse the unthinkable than a mesmeric orb. You see the first orb mills an average of 10.something on average, so the first mesmeric orb cast is better than a glimpse. The second orb cast has an average mill of 8.something so it's just about better than breaking//entering. When I play I keep these averages in mind, and I rarely play the third orb above anything else as it's average is 6.something, so it's the lowest. The only exception to these averages are if I get a fraying sanity into play, then the averages are probably raised a bit, but I haven't thought of keeping track of that, so I don't know the averages from that.Since most other millers use glimpse, mesmeric and mind funeral I could give you the data I have on those, which would mean you can mentally track how the game is going for the miller or what to counter when.
I've also 'personalized' my tag, so I don't take up monopoly on the tag card guide. I now use: wdm mill guide which is easy to use. It means I can also build a detailed guide to all my decks, but since my focus is on mill it will be the first extensive guide on my work, and might teach newbies and oldies some tricks they were unaware of.
That’s good if you need help for storm I’m always happy to help, and no it was because I’m not paying $50 for a land
Moon isn‘t a huge threat, as I‘ve made 4 colour elementals with only mountains, and this deck functions with only red cards
But you still have 2 basic forest and 2 basic swamp. Basics are usually used against bloodmoon.I wonder about the 2 basic mountain though, they could be red duals instead. If the moon does not hit they add to your colorplay, if it hits, then they will be just mountains anyways. You could have a black red and a green red dual like that.
Those are so I can play decay, pulse, and unearth
And Creeping, groundbreaker, risen and skelemental.That's 20 cards locked down if you don't get basics against a moon.Anyways it seems like you don't read the whole message here.That you play the basics is good.That you play basic mountain is bad.
I get the message fine I don’t care about moon that’s why Smokebraider is in there I need the mountains, because all my stuff is red it helps me play them
It will be a removal target, but sure it does help if people don't go after it.But I would go after it as a miller.I got plenty of plans for my mill, but usually the deck adapts 1-2 moons. Or at minimum 1 in sideboard, since there are lots of new cards that might skew it.Ponza seems to be the key moon deck and it's frequent enough.It has enough removal to hurt your mana thoroughly, and is defensive enough to survive your 20 red elementalsI took a look at tc decks just to be sure.Recent 2nd place "red prison" makes my point for me.It's not ponza, but it does reflect adaptations to moonhatred.
Also, an increase in moon decks is usually followed by an upsurge in merfolk (currently 3 percent) moondecks are classically ru, and goes ruw to fight merfolk, but with a gr ponza meta it will be interesting to see if it goes grw.Moondecks will fall when enough adapts thoroughly against them, they then lie dormant until dual-greed reaches a high enough levels for it to return.
I have a version that has only mountains and Territory to see if it works better against moon, and it has both upsides and downsides
Ah, okay.I have the advantage of age when it comes to the meta game. All the classics returns sooner or later. Right now affinity is down due to moons and lacking opal mox, but it will rise again. Merfolk also keeps coming back and the same does moonprisons. One day I might try mapping it out. I had a pretty good go at it in the past, but deleted the article.
They generally return when there’s a new card
It usually influences it, but the decktypes also influences each other in reliable patterns.You can usually read the meta once you know what cards are behind the fall of a type.I used to be better at this than I am now, because I had an archive of decklists to go through.I've been thinking of looking at the meta game analysis that modernnexus frequently has. By going through those old posts it would be easy to see what decks influences each other and then start figuring out why.
I try to make decks meta proof with no glaring downside this was a attempt, but this loses to almost any dredge deck
Exchange tormod's Crypt with relic of progenitus. They are like tormod's crypt with a draw. They can be used in two ways. I'll think about other cards.
Rakdos charm covers three functions that are likely.1 it can destroy an artifact.2 it can destroy someone who goes snoop/kikijiki.3 it can remove a graveyard.You got 3 ingot chewers and 3 tormods crypt. Cut one of each to add two charms.The chewers can be fetched by flamekin harbinger so you don't need 3 of them if you add the charm, you can dig for two and then have 2 rakdos charm. I'd still say relic above Crypt, so 2 relic of progenitus.Playing with two of each of these will allow you to test out all three of them.About unearth in the mainboard.There is a 2bg enchantment (bloodbond march) that says when you play a creature, all creatures in the graveyard of the same type enters the battlefield. Perhaps two of those cards and an extra land instead of the unearths?.I also think suffer the past might be a thing for you if you miss lifegain.
That’s a really good idea thank you
No problem.Since I'm building up my own database on how to beat other decks, it was a small art to look at what I used in the past. For example my darkblast file have 4 decks listed now that uses phantasmal image, elementals, humans, merfolk and spirits. Since I build an archive of decks to defeat (and how) if any of those rises enough on the top meta I simply look through the file and gets suggestions on how to beat them. I use a5 notebloks that I storage in photo collectors booklets, usually with the space for 100 photos (or papernotes) I store them alphabetically. I got one for decktypes and several for the cards I use in my decks. Each card can have several papers about it and over time I collect data on how to use the card in synergy with everything else in the deck, as well as fun tales and fond memories of great games.The human mind is such a fragile and deceitful thing, but paper, you can always trust paper to remember things accurately. More than once my brain have built upon a memory and I've been amazed at its tendency to link unrelated things. Paper gets me back in business, no brain bias gets in the way of things when I run my evolution projects.
I just switch to one of my other decks, and if need be I can always switch to my control, although I don’t like playing it
Once I'm up and running with my stuff I can build a new deck from scratch and bring it to competitive level within a month, covering 90% of the meta.Imagine what I could do with a deck that wasn't build from scratch :)I'm working on an article covering how I design my individual paperstrips.It's called:How to "program" paperstrips
I think that there is very little to improve upon in the tier 1 decks, because of how many people play them and how slow your method is, and all of my stuff covers a different amount of the meta like this will very easily die to certain cards nevermind archetypes
There is lots of room within tier 1 decks, the majority of players are essentially copycats, and the regular pro players are fearfull of adapting anything that isn't a visual improvement, like exchanging a 2/2 into a 3/3 if they cost and do the same.A month is no time at all, since it takes 3 months for a new expansion to appear. I can manage to change the deck three times to deal with serious changes in the meta.I've played a hell of a lot of testdecks over the years and one aspect of decks that always needs a fix is their mana.Most decks are a lot more clunky in that department than in any other aspects of the decks.Then there's the "must individualise this new deck" where the second player changes a bunch of cards without thinking hard on why the cards were there to begin with. Then the next layer of player build upon version 2 without changing that. It has always mystified me...Archetypes would be the best starting point for me, and I know I can come up with pretty radical solutions in a jiffy.I always include as much hatred in a deck as possible, leaving the sideboard wide open, that alone would be unseen within the meta.Maybe I should give it a go with burn. It's a pretty stupid archetype and it would be fun.
I don’t know if you’ve noticed, but I’ve been messing around with the lands on this deck
Nope, didn't notice before you mentioned it.I think passage will tap the land you get a lotIf a third of your deck was lands, to get to four land you would have to draw 12 cards, which translates into 5 turns.I've also taken a look at traditional burn. It hasn't changed much since 2018, and has a pretty uniform design.
Okay alfred, have you thought about today's "incident?"I wrote a comment, which caused the "angry one"To delete all his comments. Did you manage to see what it was that I wrote before I deleted it ?
No
Then I'll tell you the details in the form of a story at a time where we are both online, so I can delete it after you copy it. No reason to make it full public.
The mods should add a direct message service
Yeah, that way we wouldn't hog the top so often :)