It's cool. I suggested it for you to use.
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Made some minor changes to include Goblin Dark-Dwellers and Boom // Bust. What do you guys think?
Where's the Deck Description; How to Play; and / or Tags?
Manabond + 4x Valakut, the Molten Pinnacle + lots of Mountains = I win.You just need to include a lot of dual lands that are either Mountain + Island; or Mountain + Forest; so that you can cast Treasure Hunt and Manabond.
It just blew my mind when I read that you can select Boom //Bust with Dark-Dwellers because the Boom half is a legal target and then choose to cast Bust.
If you can produce enough menfolk to use Lullmage Mentor's second ability, Intruder Alarm would be good.
No, it doesn't, but it does allow Lullmage Mentor to produce menfolk for every spell the opponent attempts to play.
Not sure if you are aware of this one:Tamiyo, the Moon Sage's emblem + Rewind = counter for ever.
Thornbite Staff works with the Krenko + Altar combo; as does Umbral Mantle.
Falkenrath Gorger? It's a one mana 2/1 with no drawback.
Ya, that happens from time to time.
I haven't tested the riders, but at 4 mana, I see it being a little too slow. Acid-Moss at least doubles up as land ramp that can search for the duals. Ja, Modern is everything in an official release since 8th Edition, excluding the banned list.
As I mentioned to wickeddarkman, infect, RDW and Affinity / Lantern Control are the concerning matchups. Game one, most of these will probably be difficult and possibly beat me.
Pure LD isn't viable. This is actually only using LD to get rid of problematic lands and / or basics once a Moon is out. With the few rounds I have played on XMage, fetching a basic forest is often more important than fetching a dual land, so the {R}{R} of Molten Rain is actually quite bad, especially on turn two (if I don't have a Moon to play). Centaur Vinecrasher is awesome, but sadly not Modern legal. Cards only printed in Commander, etc. sets are only legal in Legacy and Vintage. After the few games I've had so far on Xmage, I've found the 4 Moons I was originally resting with to be too little to get them regularly on turn two to four, the crucial time to get them out. I'm trying 5 Moons, but will go back to 4 if it causes any problems. Artifact mana is only a thing in Affinity and Lantern Control. The rest of Modern rush fetch lands into Ravnica duals.
Infect and RDW do have me a little concerned. Against infect, Moon locks down one of their "creatures" (Inkmoth Nexus); and Beast Within "removes"infect from a creature. Infect doesn't run many creatures, so a successful removal of them early game cripples the deck. Sideboard brings in Sudden Shock and Dismember for more removal. Success relies on well timed removal. Against RDW, Moon comes out for Anger of the Gods. The Dragon comes out for the third Obstinate Baloth, and the Titans are replaced by Kitchen Finks and Thrun. This should cover life gain and give me more resilient creatures. Affinity is probably the worst matchup, but you can't be ready for everything. The best I can do is pack as much mass removal as possible, and that's where Fracturing Gust is key. Natural State helps a little too. I like the idea of Spellskite, but I'm not sure yet how well it fits, if I can fit it in at all. I'll keep it in mind as I playtest some more. Thanks.
Going to WMCQ in September, my first WMCQ ever. Working on a lock down / land destruction deck to take to the tournament and was wondering what you guys think of it. Warning though, I am limited on what I have available to me, especially so close to the event, and the deck is Modern:http://www.mtgvault.com/dedwards/decks/ominous-moon/I've not made this public yet as I don't want too many people knowing what I'm taking, at least not yet.
Got some good (bad?) news. I found a deck I prefer over the Junk Evolution deck: Blood Moon + land destruction. I'll eventually come back to the Junk Evolution deck, but for now piloting the LD deck list feels more comfortable to me.
For this type of deck, you need a control shell, which you sort of have with all those counters, which means that you may want to go to 23-24 lands too. As for mana ramp, all I see is black man ramp, so Cabal Coffers might be worth considering, and a few more Swamps to make it work better, which means you'll want dual lands that are both Swamp and Island, so your options are Watery Grave; Sunken Hollow; and Underground Sea.
The Lantern is way better than Channel, imo. Nice catch.
Because you're playing Mono Green, Nissa's Pilgrimage would be better than Cultivate as it has a chance of fishing out 3 Forests
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