DedWards

1,289 Decks, 4,874 Comments, 1,241 Reputation

I feel like I need to point out that with all creatures that pop out Thopters / Clues just for entering the battlefield, Shape Anew does what Madcap does without the self harm.

Let's see what can go horribly wrong before working on improving this. Biggest problem I see is Madcap Experiment itself and what you intend to "fetch" off it. We must remember that Path to Exile is in 80+% of Modern decks being run. I've even seen builds splash white just for Path. You'd need to hold up to at least 6 mana to get the Colossus and a counter spell, 4 for Madcap and 2 for the counterspell you'll inevitability need (2 being the average cmc of your counters). You aren't guaranteed your white creatures being there when Madcap ends up damaging you, maki leaving mana open for removal more important.

Now, while I like the idea of the White creatures, I think that if we have more deck manipulation, we can minimise the damage from Madcap. You already have two Serum Visions, which I'd take to four. Telling Time is another good one. Basically anything that lets you see what's on top without drawing it.

Another option is to get the Colossus into the graveyard, then use Academy Ruins to put it back on top before Madcap does its "search".

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Posted 13 September 2016 at 13:04 as a comment on TheWeeklyBrew: Madcap OTK

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I've yet to test it extensively, but so far I've preferred having it than not. Remember, because it can tap for {C}, you don't have to sacrific it. And doesn't etb tapped itself, so it's better than all the other nonrare duels that could take its spot. With Rituals and Manamorphose, the {C} doesn't slow me down, which makes it just as good as just basics. The fetch is a nice option if you really need that other colour, and thinning is especially good for any Storm deck. I'd say that it sets me back at most one turn, if at all.

Basically, thinning out the lands is very important for any Storm deck as it does not want to draw lands off its cantrips. Each land drawn is a dead card 90+% of the time.

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Posted 13 September 2016 at 11:44 in reply to #589694 on Bushwhacker Storm

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Looks a lot more streamlined. Good job.

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Posted 13 September 2016 at 06:22 in reply to #589720 on TheWeeklyBrew:Duskmantle Crank

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Took a lot of trial and error. That same trial and error is being done in an attempt to make a Modern legal version, but I've yet to come up with a build I'm happy with though.

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Posted 12 September 2016 at 21:53 in reply to #589477 on Infinite Token Combo (Pauper)

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I've run my own tests with the Grixis Panorama and without. As this deck doesn't really need double of any color most of the time, the {C} from the Panorama isn't bad, and thinning the deck of a land helps a lot when you're digging for cards with the draw spells.

Also, I only suggested the Panorama as a budget alternative because it feels like 90+% of people here only care for budget. I am of the belief that fetch and duals should be aquired asap. They can be used in multiple decks, so they're well worth the investment (except when stupidly priced, like Scalding Tarn currently is).

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Posted 12 September 2016 at 16:11 in reply to #589694 on Bushwhacker Storm

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No Thoughtseize? Live the dream: Turn one Swamp, Thoughtseize, Surgical Extraction.

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Posted 12 September 2016 at 15:05 as a comment on Grixis Extractor [Modern]

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You could increase the chances for forests by including dual lands that are both Island and Forest (Breeding Pool and Tropical Island) and maybe lands that can fetch forests (like Misty Rainforest).

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Posted 12 September 2016 at 14:18 as a comment on Waiting in the WeedsTurn 4 win

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Correct on the Bushwhacker, but I have enough Bushwhackers. Only need one for the combo, and with all the draw, 4 is enough.

Magmatic Insight is a good card, but it requires discarding a land. There's only 18 lands in here, 4 of which are fetch lands, and while you will likely draw a land when combo'ing, you're not guaranteed the land when you have Magmatic Insight. With Goblin Electromancer out, Tormenting Voice is effectively the same, but without the need for a land. Insolent Neonate is also a better option for a similar effect.

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Posted 12 September 2016 at 04:19 in reply to #589668 on Bushwhacker Storm

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Ya, the Rituals being Instants doesn't matter when the Storm card is a sorcery. Though I have seen a Dragonstorm build that ran Quicken, though that was before Goblin Electromancer existed.

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Posted 11 September 2016 at 11:45 in reply to #589600 on Bushwhacker Storm

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Except for being free creatures, they don't add to the plan of this deck. I mean, if I where to use them, I'd be losing draw, or mana acceleration.

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Posted 11 September 2016 at 07:31 in reply to #589629 on Bushwhacker Storm

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I need to see it every game. It's the same reason I have 4 Empty the Warrens. Also, most games, I'll have ramped up enough mana to cast any extras, which means I'd need less of a storm count for Empty the Warrens thanks to the extra +1/+0.

Lotus Bloom was in my Dragonstorm deck as that needed the extra mana. This requires a lower mana count, so I don't see it as necessary.

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Posted 11 September 2016 at 07:30 in reply to #589600 on Bushwhacker Storm

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Thanks. I had the Obelisk in a Goblin token based deck, it's awesome.

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Posted 11 September 2016 at 07:25 in reply to #589510 on Oh Lordy

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Door is surprisingly slow, believe me, I've tried it (I own four of it.

With Ezuri and Elvish Archdruid out, you're safe from one board wipe. Archdruid taps for enough mana for Ezuri to regenerate all other Elves. Ezuri will be the only one to die as he can't regen himself. Additionally, if you know you're playing against board wipes, hold back on a few Lords. This helps you jump straight back into the game after a wipe.

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Posted 11 September 2016 at 07:24 in reply to #589637 on Oh Lordy

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Nissa and Traproot need lands, not mana. Search for Tomorrow is kind of a mana dork as you can Suspend it on turn one. I designed this with the idea of land ramp instead of just mana ramp.

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Posted 11 September 2016 at 07:18 in reply to #589638 on Worldspine Ramp

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I suppose, to budget-ify this, one could replace Pyromancer Ascension and Past in Flames with cards like Increasing Vengeance to copy the mana or draw spells. Something like this:

Turn 1: land, Sleight of Hand / Serum Visions.
Turn 2: land, Goblin Electromancer
Turn 3: Pay {R} for Pyretic Ritual, resolves, get {R}{R}{R}
Desperate Ritual spliced onto Desperate Ritual, resolves, get {R}{R}{R}{R}{R}{R}
Desperate Ritual, followed by Increasing Vengeance copying Desperate Ritual, get {R}{R}{R}{R}{R}{R}{R}{R}{R}
Every Gitaxian Probe and / or Manamorphose you can, using blue from Manamorphose to play any Sleight of Hand / Serum Visions you can, but keep 5 mana open.
Empty the Warrens for 10 goblins +2 goblins per draw spell cast.
Goblin Bushwhacker kicked

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Posted 09 September 2016 at 12:48 in reply to #589547 on Bushwhacker Storm

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In my deck, I ran a full set of Sprout Swarm as the main source of tokens. Presence of Gond was added because not additng it in a GW deck that runs a full set of Midnight Guard seems stupid. Reasons I ran 4:

I wanted to see it every game.
If it gets countered or discarded (Duress, etc), I have backup.
You can cast one for two, then use that Saproling towards convoke for the other, so extras aren't a waste.

Remember, you can use creatures with Summoning sickness to convoke, this includes the token Stonybrook Schoolmaster makes, effectively letting Stonybrook Schoolmaster convoke for two castings of Sprout Swarm per turn.

Bottom line, Sprout Swarm is so bonkers that I'm surprised more people don't use it.

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Posted 09 September 2016 at 12:03 in reply to #589577 on W/G Pauper: Life Gain

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The second Pauper deck I ever made irl was very similar (my first was GW Slivers). While I used less "sisters" (4 each of the two Wardens), I concentrated more on the token production. I also included Veteran Armorer (3 main, 1 side) and Selesnya Evangel (only 3 main), that's where our similarlies end. This is the Token production I used:

Midnight Guard + Presence of Gond.
Devoted Druid + Sigil of the Nayan Gods + Presence of Gond.
Midnight Guard and / or Nettle Sentinel and / or Devoted Druid (enchanted with Sigil) + Sprout Swarm.
Scatter the Seeds.

It was the first time I ever used Sprout Swarm and it quickly became my favourite token producing instant. Remember, you can convoke the buyback.

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Posted 09 September 2016 at 10:42 as a comment on W/G Pauper: Life Gain

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It is legal, that's why I suggested it.

"If a common version of a particular card was ever released on Magic Online, any version of that card is legal in this format.

Example: Counterspell was a common card in Seventh Edition Core Set online. Counterspell was reprinted in Masters Edition II with an uncommon expansion symbol. Both versions of the card can now be used in pauper."

http://magic.wizards.com/en/game-info/gameplay/formats/pauper

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Posted 09 September 2016 at 08:51 in reply to #589570 on monoG Pauper: Stompy

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If you played 3 colours (WBG) you could win on turn 4, and this is how:

Turn 1: land, Birds of Paradise
Turn 2: land, another cheap creature with some form of combat evasion (Tormented Soul?)
Turn 2: land, Tree of Perdition
Turn 4: Mirror Entity, activate Mirror's ability for 1, tap the tree, attack with whatever you played on turn two {Tormented Soul}.
OR
Turn 4: land, Mirror Entity, activate Mirror's ability for 1, tap the tree, attack with the now 1/1 Birds of Paradise.

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Posted 09 September 2016 at 06:29 as a comment on Mirror of Perdition

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Rancor? +2/+0 and trample for {G} and it comes back to your hand if put into the graveyard from the battlefield. It was originally printed as a common, so it is legal in Pauper.

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Posted 09 September 2016 at 05:52 as a comment on monoG Pauper: Stompy

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