No problem, let me know how it goes
Permalink
Consider cuts down the curve, filters through things you don't need, and gets you to your bosses and removal. Simic is TERRIBLE at dealing with certain types of threats, cause you can't just Lightning Bolt away a problem, so being able to dig through the deck a little faster helps when your answers are either limited in number or are big critters that out-big what's happening. Realistically, most decks want to run them (or the better versions like [[Ponder]]) if they can.
The main one would be to cut down the curve, up the lands, and fill out some staple spots to help things along. I'd cut:2x Beetleform MageColossus of AkrosNimbus Swimmer2x Selkie Hedge-MageGelatinous Genesis2x Urban Evolution3x Plasma CaptureFavor of the Over BeingTemple of the False GodAll of which are either underpowered, overpriced, or don't fit the theme as well as other options that are cheap and readily available. That gives you 14 spots to fill. I'd go with2x [[Evolving Wilds]] (specifically)4x [[Consider]] (specifically)[[Nadu, Winged Wisdom]][[Prophet of Kruphix]][[Decisive Denial]][[Hydroid Krasis]]And more of your two-drop flyers and three-drop flyers.
Are you going for budget casual here?
Storefront isn't bad. Only downside is you can't control when you crack it, but that shouldn't be a problem here. Myriad Landscape is great for triggers, but it's slooooooow, cause everything enters tapped. So you're trading off triggers for speed. I guess it depends on what you're comfortable with.To show the cards, put double brackets around the name [[card name here]]. You've gotta put the whole name though, and it doesn't work with possessives for some reason, which is lame but whatever
Your best bet for a fetch land setup on a budget is 4x [[Seething Landscape]] and 4x [[Evolving Wilds]]. I'd trim out the Halimar Depths and 4 islands to make that happen, as it has the same disadvantage as Wilds but double trips the crabs, and Landscape is just perfect for what you want here and has very little drawback (shame you can't use the cycling, but oh well). The sort-of-scry is nice, but in reality you'd much rather have a double mill off a crab, especially since it's not actually a Scry, so you can't toss away stuff you don't need.
To clarify, are you going for that combo as the point of the deck, or is it just a fun feature that happens to pop up? Otherwise, I assume this is budget modern goblin combos that do very similar things, right?
Running 16 lands with no fetches is sort of anti-synergy with your crabs. You want to drop at least 1 land each turn, preferably a fetch to double trigger the crabs.There's also a few mill staple cards to take a look at:[[Thought Scour]][[Archive Trap]][[Field of Ruin]]
I like [[Hearth Elemental // Stoke Genius]] quite a lot in a build like this.
I actually really like trying out [[High Noon]] in a deck like this. I've been letting it percolate myself, trying to find the right spot to put it, and I think inside a burn deck would be a good way to go. You're fine playing a sorcery or critter on your turn and an instant on opponent's turn, and it will hurt opponent WAAAAAAAAAY more than it inhibits you in any way. You'd have to deal with no spectacle cards, unless you want to rely on battle damage, but honestly, I'd rather have it than Roiling Vortex under most circumstances. Plus, it turns into a win condition when you hit 5 mana.Just a thought, I haven't actually tested the theory or anything.
No problem, keep me in the loop about how it goes.
9 fatties seems pretty high, especially when 3 of them don't want the other 6 and vice versa, on top of the 12 cantrips. I'd recommend dropping that down to 6 or 7 and throwing in more discard. Realistically, this deck wants a turn 1 discard to either stop the flood of bullshit or pull out opponent's answer to your fatty. I'm also not a fan of the Charm in here cause it's a 3-drop with 18 lands (I know the tapped lands, but they're slow in modern these days, as are 3-drops) and 3-drops are slow in modern these days. So maybe drop those, kick the fatties down to 7, and run a full round of Thoughtseize and Inquisition? Now you're running 8 1-drop discards and have a phenomenal chance of a turn 1 'fix a future problem' turn into a turn 2 cantrip and cruise.Just some quick thoughts.
Keep in mind, I know next to nothing about Pioneer.Seems like [[Consider]] would fit better than Sinister Sabotage. Sabotage is an ok but expensive counter that has color problems and digs 1 card. Consider is the operative cantrip that digs 2 cards and gets you closer to your combo twice as well for a third the mana. 27 lands also seems a bit high, even with the 4 cycle lands, and with the Caryatids, that's half your deck with no fetches to thin things out.Just some initial observations, I really dig the Gearhulk into Magma Opus combo, especially since Opus discards itself and makes Gearhulk a 5-drop.
I loved playing Snoko, last time I played legacy at all in fact. Never ran into a Spark Double thankfully.
Hey, I miss Oko. What's not to like about a 3-drop that fixes whatever problems you've got and builds to a win condition while you do it?
I gotcha. I'd consider dropping Catapult Master, Darien, Keeper of the Accord, Suture Priest, Silence, and Mobilization (9 cards) and look into:4x [[Thalia, guardian of Thraben]], 4x [[Valiant Veteran]], 1x [[Secluded Steppe]]
My reasoning was that it's really only running 20 lands because of the 4 cycle lands, which are 1-drop draw cards. It won't trigger anything, but it cuts down on mulligans; I've got a whole working theory on the idea. You could make the argument that 4 Preordains would be better cause they dig and trip, but I'm all about trying to minimize disadvantage rather than maximize advantage, and running 24 lands that act like 20 lands makes mulligans supremely rare. But that's me, there's certainly a case to be made in the opposite direction.
I'd wager there are some updates that could be made here, assuming the unloved was intentional.
I assume this is budget casual, correct?
Hey, we're all just trying to figure this game out through trial and error. The only reason I like Flare of Denial is as a manaless counter sided in against a win condition, other than that it's not worth it. Keep me in the loop if you don't mind.
241-260 of 2,623 items