dknight27

1,842 Decks, 2,582 Comments, 301 Reputation

I think brutality is going to work better. Salvage won't fetch non-critters, which is what I want it to fetch (besides the mill), and brutality combos perfectly with life from the loam, and helps a touch with the bleeding from confidant.

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Posted 28 November 2018 at 22:33 in reply to #619964 on Modern Greenhouse(competitive)

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I'm not a fan of 2 copies of ancestral vision, as you won't be seeing it often in the opening hand and its a horrendous top deck. But that's me

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Posted 28 November 2018 at 04:40 as a comment on Modern Grixis Control

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Even for a casual build, I'm seeing an imbalance between the curve, the lands, and the accel in here. 24 lands is fine, especially with the man lands and tactical lands, which i love, but not when combined with the accel vs curve you have going here. 3 birds and 2 cultivates and 24 lands is overkill. I would drop out the cultivates. 24 lands and 3 birds is more than enough.

I've also never been a fan of novablast worm in builds like this, as you are running more than a third of your deck as critters, so he will nuke you just as hard or harder than opponent. There are better options for big baddies, and if you are using him for the critter removal, you could always just up the spot removal (white has tons).

Just my thoughts, I know it's a casual build but still worth mentioning

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Posted 27 November 2018 at 21:14 as a comment on Non-Token Selesnya (casual)

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Im thinking of swapping out grisley salvage for collective brutality. Thoughts?

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Posted 27 November 2018 at 19:41 in reply to #619964 on Modern Greenhouse(competitive)

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There are a few areas of improvement I see that could be made in here. Supernatural stamina and bontu's monument don't do what decks like this want to do, which is hit the ground fast and hard and maximize the material.

This is how I would build a modern rat deck.

https://www.mtgvault.com/dknight27/decks/modern-rats-3/

Pure speed and swarm with enough discard to protect yourself

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Posted 27 November 2018 at 17:35 as a comment on Rat Attack

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Unfortunately this deck is WAY too 3-drop heavy, and has too high a curve to be able to compete in modern. Basically nothing is going to get done till turn 3 (assuming you have the 3 lands), and even then it will be turns of dropping 1 card per turn until you field the 5th or 6th land, and by then opponent will already have what he needs or be able to say no to whatever you're doing.

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Posted 27 November 2018 at 16:13 as a comment on Prison Control

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16 lands is thin, even for a 1-drop heavy build like this. You are going to eat mulligans and get hamstrung by wasteland

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Posted 27 November 2018 at 16:10 as a comment on Legacy Arclight Delver

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Agreed on all fronts. I have no idea why they made it an instant. Card advantage, combo assimilation, and tempo to boot for an affordable price in blue. Stupid.

Life from the loam is the most interesting interaction ive found for it so far.

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Posted 27 November 2018 at 16:00 in reply to #619964 on Modern Greenhouse(competitive)

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I very much like the snap/snapcaster combo. Not sure how I feel about the 1 copy of search for azcanta, as its a dead draw once the combo starts ticking, and the math is against it being in play and swapped to a land by the time the combo goes off. I think another peek (which I personally like maxing out) would hit better.

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Posted 24 November 2018 at 06:16 as a comment on High Tide

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the easiest win condition is cunning wish into brain freeze after you storm through your deck

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Posted 24 November 2018 at 06:09 in reply to #619893 on High Tide

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This build is really really top heavy, and will have serious problems getting going. I highly recommend switching in a hefty dose of 1-drop mana producing elves so you are basically guaranteed to drop one turn 1. I also don't see the need for mainboarded naturalize and the like

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Posted 23 November 2018 at 05:18 as a comment on Token Elf

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No one should actually be able to play with decks like this. I'm glad wizards created the format vintage so these cards couldn't be used in other formats, but the only way to be competitive in vintage is to have enough available cash not to care that you are effectively buying a new car for 60 pieces of paper.

Fun to theorize about though.

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Posted 20 November 2018 at 22:12 in reply to #619788 on Vintage Artifact Combo

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Unfortunately trinket mage only grabs 1-drops or lower, so it will fetch all the moxes and 2 of the combo pieces, but not painter's servant or time vault.

The instant speed of whir of invention is also very preferable, as I want to get the combo out when opponent is least prepared. Vintage is a stupid fast format, hence the majority of the deck is a 1-drop or external condition. I wouldn't cast trinket mage when I had just 3 mana available even if I had the other combo piece ready because opponent will either have a counter ready for it or will have his plan pop off if my lands are tapped out.

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Posted 20 November 2018 at 22:11 in reply to #619787 on Vintage Artifact Combo

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I'm not a big fan of mana leak in here, as opponent won't be playing many multi-spell turns (you hopefully want to discard those away), so perhaps something like remand would work better, as you can keep things from fielding then force a discard to effectively kill it while retaining tempo and material for you.

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Posted 20 November 2018 at 16:11 as a comment on Dimir Rack

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You can get away with 19 lands in here, especially since you aren't running fetches. I would also suggest risk factor over firecraft, assuming you can afford it (risk factor goes for 7 a pop now).

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Posted 17 November 2018 at 04:01 as a comment on Burn Your Face

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What format are you trying to use this in? Modern competitive, modern casual, just for fun?

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Posted 15 November 2018 at 20:17 in reply to #619667 on White weenie

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You've got some color problems in here. Blue guys with no blue mana, and no black to make lingering souls any good

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Posted 15 November 2018 at 20:06 as a comment on White weenie

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Surveil is a fantastic ability to be sure, better than scry by leaps and bounds. I hope they keep going with it.

Here is my thought process on ionize, and bear with me, its going to cause me to wax poetic.

As I see it, there are only 4 types of decks possible to build: aggro, combo, proactive control, reactive control. And all 4 of them seek to take advantage of the strange relationship between tempo (how fast you develop toward your goal), material (how many cards you have), interaction (the ability to change the board state or the future of the board state), and board state (what's in play and how it affects the win conditions).

The desire for tempo is a constant in all decks, and can't be ignored at any cost. However, the other 3 variables are in flux depending on what you're trying to accomplish.

Aggro just fields critters as fast as possible and tries to overwhelm board state at the cost of interaction, and has the possibility of material problems as they can be nuked into oblivion with 1 card.

Combo ignores material and largely doesn't care about board state in favor of a vastly accelerated tempo and enough interaction to get the job done.

Proactive control is the great compromise, which has pretty much equal interests in all 4 categories (the best recent example of this idea is nicol bolas the ravager).

But reactive control has the strange problem of maxing interaction with the inverse relationship between card advantage and board state. Simply put, every card you have in a control deck that is a win condition is hurting your ability to stop opponent's win condition, which is the entire point of the build. Thus, you have to very carefully balance the win conditions vs the control cards, and if you get the balance wrong you get steamrolled. Ionize is an example of a fantastic compromise that gets around this problem. If you can shock for free when you cast an interaction, you retain material and advance board state, all at the same time. Another fantastic example of this is electrolyze.

So, my contention is that in a reactive control deck, running cards like ionize lets you run fewer win conditions, which overall keeps you in control more often.

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Posted 11 November 2018 at 04:18 in reply to #619464 on Izzet Control v1

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I've never been a fan of syncopate or its like. Too conditional for me. Ionize is the strongest in the format, and I wouldn't doubt it will trickle into modern. Negate is also extremely strong, as it hates on the dominant planeswalkers. besides those two, unwind isn't too bad, and sinister sabotage is solid (although harder to cast). But the best option I see for this deck in the side against control is risk factor. It does exactly what control doesn't want used against it, which is a + in tempo and material. If opponent uses a negate on it, they're down material when you ditch a land to recast it. If they let the 4 damage hit because they aren't close to the danger zone, you can still recast it by ditching a land. Its a damn near perfect card for control vs control.

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Posted 11 November 2018 at 02:22 in reply to #619464 on Izzet Control v1

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No ionize?

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Posted 11 November 2018 at 00:35 as a comment on Standard Jeskai

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