I like evolving wilds over meandering river, as even with the jump-starts you will be topdecking a lot of lands you don't need. I would consider dropping it to 24 lands as well (4 glacials, 3 field of ruin, 4 evolving wilds, then basics).I'm also still a little concerned with the 11 4-drop count. As it sits, you have plenty of anti-critter (12 including 8 nukes). I would shave off 1 settle the wreckage and 1 chemister's insight (along with the land dropped suggestion) will let you run 3 mainboarded negates, which will help fix the curve and balance out the interactions.Just my thoughts
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Even with 26 lands, the curve here seems way too top heavy. Realistically this won't get in gear until you drop your 4th land.
This deck is extremely 3-drop heavy. I would suggest lowering the curve to get some speed going
The curve im seeing here doesn't seem to add up. The majority of your critters are 3 drops, so you can't drop spirit guide turn 1 unless you get super lucky and draw 1 of the 4 -drops in here. I would consider working in more 2-drop critters if you are willing to drop material by running the spirit guide to achieve tempo
Unfortunately displacer's flicker effect requires a colorless mana, so you will have to restructure your lands to give him a chance. Fortunately there are plenty of good options for colorless producers that will fit in here
I would consider maxing out the 1 drop tactics cards, namely sleight of hand and peek. Battle of wits needs tactical help maybe more than any other decktype
I would consider some horizon canopy in here
The problem with a build like this is 2 fold.If you go hard on the snap effects, you cut down on the things you want to snap back, so you will have to wait longer to consistently get what you want and will run into some clogged hands.And, the curve on this deck goes much higher, as you need not only the 2 mana for snap and mission briefing, but the mana to play the recycled card, so even though your curve looks 2-drop heavy, its really much higher.
Right not I think you have a bit of a balance problem with your critters to instants/sorceries. Right now delver has only 19 targets, and to be effective he needs to be run in a deck that basically guarantees him popping the turn after he hits play. I would cut down on cryptic serpent and tempest djinn, as you don't want either in the opening hand, which should give you more room for instants
I'm not a big fan of remand in this deck. It works best when you run reactive-control and don't play anything turn 2, and this deck really wants to play stuff turn 2.I would also consider upping the lands to 21 or 22, as mutavault doesn't help you with colors and you are running a 3-color. In general some fetch lands would help a lot too.
I've never seen a build like this, its very interesting
I think you could get away with fewer lands. 24 with no tech lands seems a bit high for the curve you have
I don't think urborg really helps you that much, as you only have 3 black mana symbols in the whole deck and the combo with sedge sliver is conditional. Perhaps another 3-drop instead? Blur sliver looks ok to me
I like desolate lighthouse in general, especially in control builds that sit back and grind, but I'm not sure if its worth running next to 3 copies of mainboarded blood moon. Do you see enough use from it before you drop the moon?
ripjaw raptor hits pretty hard
Jund has some good punch for it too. I would advise cutting down the curve a bit, you are top heavy with 3-drops, and you want to be able to have a turn 1 and 2 play every time
As far as I know, this is the first attempt to do a reactive pyromancer deck. I've been wondering how ionize was going to creep into modern. Have you playtested this yet?
Decks like this make me happy in a way few other mechanics can.I could see a buried alive/crucible of worlds combo working in here as well, but it might not even need it.
The bones here look deadly. Grixis got some good material in this last set. That being said, I see a couple conflicting things in here that could possibly be tweaked to up the amperage. I'm not sure death's shadow is surrounded by enough bleeding effects to make it effective. The lands help, but other than that you're only bleeding with thought seize, so death's shadow is a dead draw until the late middle game at least as is. Dark confidant would be right at home in this deck and would help this bleeding problem.3 copies of claim//fame seems like it could run into some dead draw situations, as you only have 10 critters it can target, snap is a double requirement (target in grave and mana), and death's shadow is conditional, so a copy in the opening hand is almost certainly going to be dead for quite a while. I think 2 copies will keep it out of the opening but still workable. Kolaghan's command has a similar function too, so cutting down the frequency doesn't drop your grave fetching too much.The deck as is is a touch light on direct interaction, and could do with some terminates. Just my thoughts, not trying to sling hate
This deck is a bit light on the instant/sorcery count for running mechanics that need instant or sorceries. I would cut down crackling drake and nix elixir of immortality entirely, and cut it down to 22 lands and max out the quick instants like remand, negate, electrolyze, etc
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