Metallic mimic is a fantastic card for this build, especially with bloodsoaked champion (comes back as a 3/2 battering ram every turn).Yahenni's Expertise is no good in here. If you get in a position where you have to nuke, you've already lost (this deck swarms and basically nothing else).I'm also not a big fan of running 3 duresses, as 3 copies of an anti-nuke/removal aren't going to be effective, and you aren't going to see many opening hands with one (which is where you really want to see them). You could either give a higher saturation of 1 drop discards (throw in inquisition of kozilek and kick em up to at least 7 copies), or you could take em out entirely, roll the dice on your speed vs opponent's removal, and swap in some field interaction like fatal push (etc) to pull out the blockers that buy time. I would highly recommend 4 copies of fatal push, as you really want to pull opponent's early critters off the board as fast as possible so you can steal turns with damage.Mutavault is perfect for this too, as are some fetch lands (polluted delta, etc) to thin the deck out so you don't topdeck useless lands once you hit your operative curve (which is very small).
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What level of play are we looking to run this through? Competitive modern?
From my read, this build is a little heavy on the win conditions vs reactive control. 10 damage producing critters (albeit some with control mechanics), on top of 4 snaps, and a walker-token producer, all of which is backed up by 4 colonnades is a quarter of the deck that proactively seeks damage, which I've always found to be too high a ratio. It leads to some opening hands without control elements at all and some middle games where you have redundant board state with no way to protect it. I've also never been a fan of the unsaturated mana leaks, as they are best in the opening so 2 copies tend to be far less effective than 4. I like 4 remands much better.You also have a high saturation of critter hate, but very little against non-critters, so perhaps consider pulling a few removals for some negates or the like mainboarded.Personally I've never liked the restoration angel/snap combo, as it requires a HUGE mana commitment over a 2 turn spread (first snap is 2 plus the spells cost, angel is a 4 drop plus the cost of the spell, so at min the whole thing runs 8 mana (if you choose 2 1-drops to flash back). I do like the angel and the clique, but im not sure if that justifies running the angels at all.Just my thoughts, not trying to beat the deck up
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
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?
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