dknight27

1,774 Decks, 2,524 Comments, 280 Reputation

Steel leaf champion would be the best friend of this deck.

I also think you could get away with fewer lands, as this curve is pretty low and you are running 5 1-drop accelerators

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Posted 11 October 2018 at 21:56 as a comment on Modern Green Devotion

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This deck seems a little too 4-drop heavy for a 20 land build. I would consider cutting down a few 4-drops and upping the land count to 21

Other than that, this looks solid

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Posted 11 October 2018 at 21:48 as a comment on Rakdos controlled burn

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I always maxout dwynens elite with heritage druid as the turn 2 druid gives you 3 elves to hit the mana swing. Honestly i like the 4th elite over 1 lead the stampede because of the massive grab in tempo

Other than that this is savage

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Posted 10 October 2018 at 22:47 as a comment on Modern elves

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Brow beat is a sorcery that only pops off once. Risk factor is an instant that you can recast by ditching the topdecked lands you don't need, which helps fix the central problem in magic, which is: you need lands to hit hard and fast, but once you hit your operating curve every land you draw is dead. Players have been addressing this problem by running fetch lands, man lands, and tactical lands, and by changing mana curves, but risk factor lets you turn the lands you don't need into material.

Browbeat gives opponent the chance to screw you over by either overloading or denying tempo, which is why it doesn't see play much. But Risk Factor is an instant that you can and more than likely will recast when it suits you, stopping opponent from stealing or flooding the tempo.

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Posted 10 October 2018 at 18:24 in reply to #618533 on The Greatest Burn Deck EVER

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17 lands isn't going to cut it in here. You need to get to 3 fielded lands as fast as possible, and you also have color specific problems that 17 lands wont cover. I would suggest upping it to 21 lands and cutting some of the 3-drops

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Posted 10 October 2018 at 17:56 as a comment on Blue red wizards

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No disrespect to the deck, just commenting on how silly good the card is.

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Posted 09 October 2018 at 23:34 in reply to #618533 on The Greatest Burn Deck EVER

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I don't see risk factor staying legal very long, at least not in modern. Standard might be ok, but a 3 drop that fixes the topdeck land problem more than likely wont be seeing the light of day in modern with burn being a viable deck

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Posted 09 October 2018 at 21:11 as a comment on The Greatest Burn Deck EVER

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Heritage druid, arbor elf, fyndhorn elves, etc.

I know it doesn't fit the warrior theme here, but elves crave speed even more than other swarm type decks, and if you don't take the early turns hard every deck that prays on critter decks is going to get the foothold they need to take you apart

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Posted 07 October 2018 at 22:43 in reply to #617603 on Elvish War Party

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I love the general mechanics going on here, but I'm a little worried its just a touch too top heavy as is.

You're running six 1-drops, opt and shock, and two of your 2-drops (blink of an eye) don't want to be 2-drops cause they really really want to be kicked, so its like you're running five 2-drops, for a total of 11 cards that have any speed.

I'm also worried about the six 5-drop planeswalkers. With 6 you will see them in the opening hand/early game often, and you don't really want to see them until you have plenty of mana.

I would think about shedding 1 of each planeswalker, and nix sinister sabotage altogether. Sabatage ups the 3-drop count, and has a tougher casting cost in standard, so there will be hands where you can't even play it when you drop your third land. (5 total slots open)

I like negate for this deck. You're running PLENTY of critter hate, so it shouldn't be a big deal to have 3 or 4 negates to handle everything else. Then maybe max out opt?

Just my thoughts. I always have better luck with pure control like this when it is extremely fast and can respond to everything beginning turn 1

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Posted 06 October 2018 at 04:59 as a comment on Jeskai Control

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Even with 24 lands in here (which I would drop), you need some more 1-drops to make sure you have enough speed to keep up/respond to everything

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Posted 05 October 2018 at 21:29 as a comment on Counter Burn Izzet

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On an unrelated note, I love kessig prowler in general. It does pretty much exactly what agro decks want. Turn 1 threat that starts the clock, but isn't a dead topdeck

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Posted 05 October 2018 at 21:24 in reply to #618388 on Howling at the Moon

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Maybe some of the 1-drop greed tactics cards? Commune with nature or adventurous impulse?

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Posted 05 October 2018 at 21:21 in reply to #618388 on Howling at the Moon

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Even with 23 lands, this deck looks pretty 3-drop heavy. You're going to see a lot of games where you get choked in the opening and don't develop a boardstate quickly enough to get the job done, at least from my point of view

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Posted 05 October 2018 at 21:03 as a comment on Howling at the Moon

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The complete lack of 1-drops seems like it will be a problem in here, as you will get many hands that are 2-drop and 3-drop choked where you get behind and can't respond fast enough

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Posted 05 October 2018 at 20:50 as a comment on Sultai Control

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woodland cemetery is coming in a little strong,

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Posted 04 October 2018 at 16:16 as a comment on Elvish Torment

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Right now electromancer isn't really helping you that much. He lowers 3 ionizes, 4 risk factors, and 2 unexplained disappearances (the other ones are either already reduced or are color specific), so he only helps with 9/60 cards, and really doesn't do anything else but be a wizard. I would definitely consider the stormtamer over him for a fast wizard with utility. I would also drop 1 niv-mizzet for an opt, as you DEFINATELY don't want niv in the opening hand, and you ideally want to drop an opt turn 1 if possible.

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Posted 04 October 2018 at 02:51 in reply to #618316 on Wizard Counter Burn (Standard)

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Right now this deck is a little 3-drop heavy. Control decks like this need a good saturation of 1 and 2-drops so that you can basically always respond to whatever opponent is doing. Even with 23 lands, you are going to have a lot of games where opponent fields something before you can deal with it and smacks you to death.

Evolving wilds, abrade, blink of an eye, censor, chandra's pyrohelix, lightning strike, negate are all cards to look at.

But, fair warning, standard is about to be in a new rotation

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Posted 03 October 2018 at 16:05 as a comment on Wizard Counter Burn (Standard)

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This build is a little 3-drop heavy. Even with the utopia sprawl to speed things up, this build will have quite a difficult time getting off the ground, and realistically won't hit a strong stride until the late middle game.

On top of this, you have extremely limited interaction for anything fielded (especially since assassin's trophy works antithetically if used on critters).

My advice would be to trim down on the 3 drops and ramp up the 1 drop interactions (lightning bolt, fatal push, etc)

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Posted 02 October 2018 at 00:03 as a comment on Jund Land Destuction

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Sultai is quickly becoming my favorite color combo in modern. It's just so deadly.


I like two 1-drop blue sorcery tactics cards like sleight of hand or serum visions in place of two search for azcantas for 3 reasons.

1- right now you're only at 6 sorceries for goyf food, and upping the count (especially 1-drops) makes goyf run better and more quickly.

2- you're currently running ten 1-drops, 2 of which are conditional reactions, and if you up the sorcery 1-drop count, you give the deck twelve 1-drops, which should guarantee (basically) a turn 1 play (and speed is delicious).

3- you're currently running 13 critters and 22 lands, so 35 of your cards aren't fetchable with flip-azcanta, and by upping the 1-drop sorceries you swing that further in the fetchable direction.



I would personally consider dropping to 1 tasigur in favor of another sorcery (maybe the third 1-drop or another maelstrom pulse), because I don't want to see tasigur in the opening hand, or realistically until the late middlegame (where he won't interfere with goyf but has enough material to hit the field fast and hard). Plus it speeds things up and feeds goyf as mentioned above.


Also maybe drop 1 darkslick shores for a creeping tar pit. The loss in tempo might be worth the extra muscle, and you have a decent chance of the darkslick entering tapped anyway.

Just my thoughts.

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Posted 01 October 2018 at 05:42 as a comment on Sultai Control

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I would cut down chemister's insight to 2. You don't really want it in the opening hand, and it will help throw down the curve a little

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Posted 29 September 2018 at 19:21 in reply to #618225 on Grixis Control

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