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Been trying to make Dubious Challenge into a viable Modern deck. This is the third attempt, with the other two, abandoned attempts here:http://www.mtgvault.com/dedwards/decks/gruul-challenge/http://www.mtgvault.com/dedwards/decks/you-have-been-challenged/Thanks to RisenDeep, wickeddarkman, and a friend in my club for all the suggestions. They may not have been implemented, but they where considered and help guide me to this version. Still working on the sideboard.*Edit 14 May 2017:-2 See the Unwritten+2 Quicksilver AmuletWas testing this on XMage and ended up drawing the big creatures a LOT. So far, Quicksilver Amulet is performing better than See the Unwritten. Will continue to edit as I edit my XMage deck of this.
Accelerate into either Dubious Challenge or Quicksilver Amulet to cheat big threats onto the battlefield. 8 fetch lands help thin the number of lands in the deck, making Dubious Challenge more reliable. With 8 one mana accelerators, playing Dubious Challenge or Quicksilver Amulet early shouldn't be a problem. Can also play Wurmcoil Engine on turn three if you're lucky enough. Flickerwisp; Glimmerpoint Stag; and Brooding Saurian help regain control of whatever the opponent took off Dubious Challenge. Preferred choices off Dubious Challenge:> Tentacruel and Glimmerpoint Stag - in case they have more than enough to sacrifice to Tentacruel's Annihilator 6, I don't want to give them a free chump blocker (Flickerwisp).> Blightsteel Colossus and Flickerwisp - similar reasoning to Tentacruel and Glimmerpoint. Blightsteel has trample and Flickerwisp only has 1 toughness. > Iona and either Flickerwisp or Glimmerpoint Stag - This guarantees you choose the colour. If possible, don't take Iona with Brooding Saurian, without the flicker effect, you don't choose a colour, the opponent does. Possible turn two Tentacruel:T1: Forest; Arbor Elf T2: {a land that can produce green}; Utopia Sprawl on untapped Forest; tap forest for 2 mana; tap Elf to untap forest; tap forest for another 2 mana, Dubious Challenge revealing Tentacruel and Glimmerpoint Stag. Playing against Dubious Challenge:Hold up removal. Oblivion Ring, etc. gets rid of Tentacruel. If Iona, take her and then killer her in response to the flicker creature's effect (before she's exiled). If the opponent reveals a flicker creature and a threat, almost always take the flicker creature. This way you at least get something. The exception is if you have an instant to kill Iona, then take her and kill her before the flicker creature resolves it's flicker on her. Similarly, if you have removal and the Challenge reveals Brooding Saurian and a threat, take the threat and kill Brooding Saurian before the end of the turn.
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NOTE: Set by owner when deck was made.
One trick I often use is to fix the mana as the last thing being fixed at all.Treat all your lands as whatever you want them to be, then focus on the deck itself.Once the deck can't be improved anymore you fix the mana.That trick will allow you to experiment wildly in many directions before finding the best build.
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I don't really have a problem with the mana, especially since it's based off a mana base I already know well (Ponza). The only tweaks to the mana I'd do, if any, if the number of Temple Garden; Canopy Vista; and Plains. Forests are most important and the only real reason for including white is to had cast Flickerwisp / Glimmerpoint Stag and to include Path to Exile.
I mentioned it because you've been through a couple of designs now :DSince you might still add/remove colors I found it might be usefull.
The changes where dependent on what I needed. I have a method that uses the number of mana symbols in the deck, which Vault thankfully sums up on the right, to help determine what is needed after adding special and / dual lands. It's not an exact science, like your paper strips system, but after doing it for so long, I kind of got a feel for how much of what is needed. My method may not be for everyone, but it hasn't failed me yet.
I know the feeling :D I sometimes foresee what the paperstrips will produce, and there's no greater feeling than knowing that an advanced method agrees with you.I've come along way from playing jokullhaups in a deck with 20 lands because wotch recommends 1/3 land :DI will start up my hunt for the perfect mana again, because all the paperstrip stuff has proven to be far better than my computersimulations ever were.I will play against all the moderndecks with only lands and "vanilla" creatures (Creatures with no abilities) and produce the best manasolution on an average against modern.Once I've taken it as far as I can with as high a winrate as possible against all matchups I will release it upon an unsuspecting magic community.Anyone will be able to exchange the creatures in the manasolution with their own dreamcards and in their own choice of colors, so nothing will ever be the same again :D My method will be for everyone...http://www.mtgvault.com/wickeddarkman/decks/project-naked-deck/
By the way, here's some dubious tech from legacy!There might be something there for you to use. Theres a "brand"-land that does nearly the same as the saurian, though I don't know if it's legal!
I think you're talking about Homeward Path. This land was only ever printed in Commander sets, and Commander set cards are not Modern legal (unless they're printed in a different set that is legal in Modern). I've included the Modern legal most likely to be considered noncreature cards that can regain control of your creatures in the sideboard. Voyager Staff is interesting as a potential turn one play, but Otherworldly Journey / Long Road Home / Turn to Mist seem like the best noncreature options.
Oh, the link was lost?!I looked at some related pages, and at one time I saw what looked like safe haven was errataed to work as saurian,but now that I try to find it again, none of the errata seems to work that way. Maybe I was tired?Anyways, mosswort bridge and other hideaway lands may be activated by specific creatures, so they might be something.
Windbrisk Heights should be easy enough to trigger. Attack with Flickerwisp, an Elf, and one more and we're in business. Mosswort Bridge is also easy to trigger, but by the time I have 10+ power across my creatures, shouldn't I be winning already? On a side note, I think Spinerock Knoll might be worth considering in Ponza, as a singleton.
Just looked up Safe Haven. It got a Time Spiral print (Time Shifted, purple symbol), so it's legal in Modern. Sadly, the effect is nothing like Brooding Saurian, and from all the prints I read, never has been. In fact, I can only find one land that can do similar: Homeward Path.Now; Emeria, the Sky Ruin is Modern legal; but because it requires that I control 7+ Plains to trigger, and that the creature I want to be in the graveyard, in which case I may as well just play a reanimation style deck...
Looks great as always DedWards ;)
Thanks. Took a while to reach this version, but I can't shake the feeling that I'm missing something.