Already answered in the other thread, but here it is again: Archangel of Thune + Spike Feeder. Throw in Hardened Scales and you'll get infinite +1/+1 counters on Spike Feeder too.
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A set of Evolving Wilds could help. Also, look into the land Quicksand (the Worldwake print is a common), it kills a lot of creatures that get played in Pauper.
So, some of you may be happy to know that my group it considering to start playing Commander / EDH. The problem is that most of the people in my group don't have access to cards older than what's Modern legal, so no Sol Ring, etc. Any tips on how to build for Commander, within this restriction? Also, are there any legends that are allowed to be played, but not allowed to be a Commander? I vaguely remember something about Kokusho, the Evening Star being having that restriction.
I've been playing Ponza for a while, and I feel I have to suggest that you work in a basic island. In addition to giving you access to Blue under a Blood Moon, it also gives you an additional basic to search for off a Path to Exile or Ghost Quarter. Ground Rift is an... interesting addition. One must remember that copies of spells, like those from Storm, are (almost) never cast. Kiln Fiend; creatures with Prowess; Thing in the Ice; etc. will not trigger off the copies, only the original spell.
Because ALL your lands enter the battlefield tapped, you may want to increase the number of Amulet of Vigor to at least 3, preferably 4.Expedition Map helps fetch Maze's End.Door to Nothingness makes for a decent 2nd win condition. Also, Propaganda is the only card stopping this from being Modern legal.
The trick is to not include gimmicks.
Two problems with Dual Casting:1) You don't have many creatures to enchant (they also die too easily to the common removal) 2) It's a red spell, completely out of colour (not worth splashing for one card)
You've got a ton of mana, but very little to use it on. Only 2 Genesis Wave and 2 Joraga Warcaller. Might I suggest another card to sink all that mana into: Ezuri, Renegade Leader.
A few mana dorks, like Birds of Paradise, would help play Deploy the Gatewatch and any walkers in hand a turn early. Oath of Nissa also helps with colour fixing for the Walkers.
A few tips:Consuming Aberration is a terrible mill card. It costs the same as Traumatize and Haunting Echoes, which are better options for the 5 mana slot. Hedron Crab, while great on its own, wants fetch lands. On the topic of lands, Shelldock Isle is a must. 2-3 should be enough, because it sadly enters the battlefield tapped. I understand why you included Blood Scrivener, but I don't feel it's necessary. Plus the life loss is actually bad for a mill deck as your life dictates how long you have to mill the opponent. I'd move Jace's Phantasm into its spot, because a 5/5 flier for {U} is much more useful than pain to draw cards. Talking about life loss, the sideboard needs Surgical Extraction. This is to deal with any shuffle back creatures, like Tentacruel. This is also one of the few self damage cards I can agree with adding to a mill deck in Modern. Fetch lands for the crab is the only other. You don't need draw cards, there's enough mill cards to guarantee a mill on almost every card drawn. Breaking // Entering and Ensnaring Bridge should be mainboard, 3-4 copies each. Ensnaring Bridge protects you from almost anything, while Breaking is tied for the second best mill card you'll be running (Mind Funeral being the other). Echoing Truth is another good sideboard option. A friend of mine runs Lotus Bloom mainboard in his mill deck. Helps play Traumatize / Echoing Truth on four, with mana left open for followup mill cards / activating Shelldock Isle. Archive Trap abuses any opponent who uses any form of fetch, including fetch lands, which Modern is full of. Lastly, the best artifact for all Modern mill decks: Mesmeric Orb. The self mill is nothing as you'll be milling the opponent way more than what you mill yourself. It also makes mana from Lotus Bloom more important.
You should be running 4 Paradox Haze. Form of the Dragon and Dovescape don't play well together. Form of the Dragon doesn't prevent flyers from attacking you, and Dovescape gives the opponent flying creatures.
Viridian Joiner + Umbral Mantle. Once equipped, you only need two mana to untap the first time, then you can go infinite.
Fires of Yavimaya gives haste to all your creatures
Thanks. Took a while to reach this version, but I can't shake the feeling that I'm missing something.
I've yet to play against Lantern Control, so I'm curious; how does this fair against someone siding in Blood Moon and Shattering Spree?
I see you've tagged your deck with "Help". Filling out the "Deck Description" and "How to Play" sections would help me know what you're trying to achieve, which allows me to suggest appropriate advice.
Wait. Is that 12 fetches with only 6 lands that add mana to fetch? I know the curve is super low, but DAM, that's a low amount of lands that can add mana.
Triton Tactics might be worth considering. It can untap Axebane Guardian for more mana; Doorkeeper to tap and mill again; gives two creatures +0/+3; and gives Wall of Frost's ability. All these options for a low cost of {U} is bonkers, AND it's an instant. Have you thought about adding black? Specifically for Phenax, God of Deception.
Mind Rot - This is the worst of the lot. 3 mana and he chooses what to discard. If it was an instant, I wouldn't rate it as low. Pick the Brain - This is only slightly better than Mind Rot because it lets you see the opponent's hand and you choose what gets exiled. Transgress the Mind - The 3+ cost clause worries me. Good sideboard option though. Even if you only lower their numbers, it should clear up some space. (Still think you should drop Mind Rot all together) On a related note; swap out Live Fast (a sorcery) for Succumb to Temptation (an instant). The only time you run Live Fast over Succumb to Temptation is for the energy.
Flaying Tendrils - At very least in the sideboard, for those more aggressive strategies that can go wider than you have removal for. Blighted Fen - A good, colourless, non-instant (*cough*Tentacruel*cough*) kill "spell".Bearer of Silence - Another good removal spell, but this one needs colourless mana to work, so maybe a Waste to fetch with Evolving Wilds? Dead Weight - either kills, or makes it less of a threat. Helps towards Delirium for Whispers of Emrakul. Can also help put the creature in range of:Grasp of Darkness - Arguably the best removal in current Standard. At the very least, best black removal. I suggest all these removal spells because something will get through all those discard spells.
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