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This is basically all about the combo of archeomancer and crackling counterpart. Once you have both you have as many archeomancers as you can get at instant speed for 3 mana. Or if you have a token archeomancer, using druids deliverance you can get them for 2. The deck is all about getting tokens and using those tokens to do nice things. Biovisionary is a back up win con if your army of archeomancers can't carry the day. Master biomancer makes the archeomancers hyper efficient. The idea of the deck is that every card works together with every other card, in order to fetch a winning strategy. Acidic Slime can replace thragtusk as crushing end game control against control decks, in the form of land destruction. Spell stutter sprite and familiar's ruse can be used to counterspell for days. Or you can bounce archeomancer to get back the ruse when you replay archeomancer. Most of the creatures in the deck love being played over and over again, which can be done by ghostly flickering archeomancer and another creature, giving you recyclibility. The idea with the deck is that so long as you have mana you are never out of the game, and will always have a trick up your sleeve. Originally I made it to be a friendly deck that I could play with new players. Now however I am looking to make it more competitive in modern. Hence the sideboard. The three decks i regularly face are, america aggro/control in modern, jund control, and affinity aggro. While these are the decks I have the most trouble with, there are many other decks played in my average FNM that don't consistently make it into the top 4 (of FNM) so it does have to be ready for anything but those three are my biggest concern. However I would like your opinions on ways to improve this. Also I am marking this as unloved as I have updated it and want further input on it. I am well aware that this deck is loved, by me if nobody else.
Read the comments the deck is evolving in strategey as i change it. populate. There worked the title into my how to play.However typically you will want a hand that has a lot of mana, as you will need to hit all your land drops to get the ball rolling. Don't get to concerned against aggro as if you have the turn 5 archeomancer druids deliverance combo, you will shut them out hardcore, and this deck is nothing if not excellent at stalling. Control is a harder matchup with rabid hybridization usually best used on your own creatures as fast as possible in order to be beating face with the fattest creature you can as fast as you can, with druids deliverance being expended on populating more 3/3s. Against combo decks its a tossup on whether or not you can hit their combo pieces before they hit yours. The main deck is optimized to sink aggro decks, with their being many different combos which will allow you to do so. Most involving archeomancer. However some times you just want to clone master biomancer 3 times and play some creatures with +14/+14, and that's also an option.
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What about rancor, or something of that caliber, to try and push damage through?
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A good thought, but what do you think I should take out?
Well you could probably get away with sideboarding back from the brink and at least 1 copy of progenitor mimic?
Yeah, sounds good. Back from the brink is in here for late game recursion. The whole idea is to gum up the ground until i have an overwhelming army. But Rancor is boss and would let me put the pressure on. With the deliverance giving me breathing room. RRapid hybridize my own young wolf and rancor my frog lizard, if they attack, deliver myself another froglizard and beat face harder. 3 rancors going in.
Sounds like a plan to me.
Love it and I like it ^^
Lol the deck I inspire is in the front page :P
YES, life goal finally accomplished. Front page deck.
I have yet to see front page sadly, though most of my decks are unfinished anyways. Lol
IIt will happen soon. Anyway got any suggestions?
What about doubling season and alpha authority?
Doubling season would be boss, and I do have one, alright i think i will slip that in for progenitor mimic. But what should i take out for alpha authority?
You could probably just sb a couple copies. You'd really only need it if you were having issues pushing damage through. Might want to sb some kind of control as well. Some unsummon or mana leak? You could use archaeomancers ability to bounce those back if need be as well. Idk a lot about modern, just started trying to get into it myself.
Alpha you could combo with rancor to push a decent amount of damage through, though it's not really that big of a deal if you have an army; unless they board wipe.
Exactly i feel like alpha authority is more suited to a deck where the creatures are individually important.
Yeah I wouldn't stress over it.
Yes, but when need the mana leaks what should i take out. Like if im up against a faster combo deck would probably be where mana leak would shine. So if I'm playing a combo deck, what part of my deck can i afford to cut?i
Biovisionary and either thragtusk or growing ranks probably. Wouldn't hurt the combo too much to lose those.
Good call. TThrough tusk is just an amazing 5 drop and if i token-ifiy him and populate thragtusks its game. But your right he doesn't do that much for the deck.
Oh yeah thragtusk is amazing, especially with biomancer. He get 2 +1/+1 counters, plus when his token drops it gets them as well as long as bimancers still out. Then you just populate an army of 5/5's or bigger, depending. Not to mention the 5 life is great, but yeah he's just not a key player in this deck.
When you get a chance, could I get some opinions on this? http://www.mtgvault.com/dharr16/decks/modern/
After I catch some Z's i will get on that.i
I appreciate it.
Why don't you give Prophet of Kruphix a look. It would allow you to tap out to play something then untap to play cackling counterpart or something in their turn. Might be worth a look.If you get a chance could you have a look at thishttp://www.mtgvault.com/sharpraptor/decks/like-a-bug/
This deck is Almost perfect. :) I would just add an infinite reflections, and maybe asceticism in case they have instant speed removal or something. Otherwise... it's phenomenal
Acidic slime can replace thragtusk as the 5 drop of game ending-ness. Ghostly flicker + archeomancer and any other creature is ridiculous.
Play tested the deck a bunch. Took it to 3 fnm's did pretty well, placed 3rd of 30ish (26-30 depending on the night) 3 times in a row with the current lineup. While it is lacking removal this deck can respond for days. Literally whenever someone is about to do something response. That being said the deck does rely rather heavily on Archeomancer still, not sure how to fix that.
Seems a nice plan to me, but I doubt it'd win tournaments... ...besides, for Augur, the deck isn't stabil enough...You need to either drop the Phantom Mage combo & run more Instant/Sorcery, or go another direction with it...
Well what would i replace fathom mage with? Any suggestions? I really want to make this deck dazzle people.
not just phantom mage, but all the cards you've built around it... ...the deck has to be overtaken almost entirely if you really want to win...
Well how is it that this is not competitive? What is it that makes it unable to compete? I feel like if i understand that I might be able to fix it. Is it that there is not enough removal? Fathom mage is to slow, fair enough i would agree it 's just an amazing card draw engine in the deck. But if it's to slow than I can fix that as well. Or is that the core combo is to weak? or to slow?
The problem is that you're trying to utilize multiple comboes that don't connect with each other & you ended up using 2-2 copies of some of the elements in your comboes... ...& yeah, Phantom Mage I believe is too slow for Modern & it's easy to dealt with be4 you could draw a single card with it... ...I also find the Bond Beetle a weak card & it's not worth playing.......I believe that if you want to utilize Biovisionary, then you should focus more in him, use counters & Fog-like spells + more copy-stuff... ...or just leave it & rather focus on the Instant/Sorcery theme...
well the bond beetle is in there to get rabid hybridized as a combat trick or power up my fathom mage or master biomancer. However I agree it really isn't quite strong enough to be in here, especially with no fathom mage. Alright so I made some changes. Now the tricky part is what comes out to add in more of other stuff. I think im going to go more with the instant theme, where should I go from here? The other problem here is that my curve is a bit wonky now, though . So many two and three drops with no one drops, that are useable as one drops.
Hi ive had a look but honestly im not experienced enough to take it further than you have. I think its really good and you've been doing pretty well with it at FNM. I can only really echo what others have said which is try out prophet of kruphix, maybe drop one of the combos so you can run 3-4 of's like poet master suggested.The only real original thing I can think of is if you drop fathom mage and/or bond beetle you could run Give//Take you get your draw and counters and you can always pull it from the graveyard and use it over. also you could consider solid 1 drops of young wolf (works well with rapid hybridization) experiment one or cloudfin raptor plenty of ways to trigger evolve with thragtusk coming in and out of the field and master biomancer making everything come in big.
Yeah young wolf was in here originally but he came out ironically for bond beetle who can buff up fathom mage or Master biomancer, and can similarly be used with rabid hybridization as a combat trick. He may go back in now, I'm not sure. Thank you for commenting! I appreciate it.
Not sure if these would work well with your deck but I'd suggest Growing Ranks and Fated Intervention.