serum visions will help a lot in this deck. its basically never a bad draw. you actually have a lot of mana production in this deck, but not really anything to do with it. 24 lands and 10 things that either produce mana or lower artifact costs. that's a little redundant. I would make this deck a blue/black hybrid so you could run diabolic tutor to pump up the deck like crazy. that would also let you run more control
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ive got 6 suspend cards, so I don't need to worry about any more copies to make the combo work. if worldfire goes off, it doesn't matter if they get burned on the next turn by arc blade or the turn after by a creature. in addition, the creatures give you extra options for non-combo wins and ways to hold off till the combo works. if I snag 2 creatures on turn 1, ill drop 1 of them and wait for the suspend and either start swinging with it or use it to hold off the opponent till the combo works.
man, I must have missed some big changes. when did they make bitterblossom modern? what a horrible idea. It was a good win condition in legacy. Modern wont be able to handle it.
I know you want to run as few lands as possible in this build to maximize your permanents, but you wont be able to get away with 16 lands. the chances of you being stuck on 1 land are very high, and even with 2 you wont be able to do very much each turn, basically negating the advantage you wanted to gain. I would say 20 is the lowest I would consider running, even in a deck like this.
I don't think waste not is worth a spot in here. you only have 9 discard outlets, and with only 1 copy of waste not, I don't think it will be effective enough to warrant a spot. I do admit it goes well with liliana though. but with only 2 of her, the combo is unlikely to go off in time to help you.also, huntsmaster isn't the best choice for token production. creakwood liege and master of the wild hunt are both better token pumpers, and are the same mana cost, so it wont affect your curve that much. just some ideas
argentum armor would be a good one to cut if you need to because of its high cost and high equip cost. that's a solid 2 turns of tapping yourself out
both are irrelevant because of atarka's double strike. once I get atarka out, the game should only take 2 more turns. tokens wont help, and crucible is nice but not necessary
i dont need any more removal spells than go for the throat because of all the combos with royal assassin. go for the throat is in there just in case i dont draw an assassin
agent of the fates is just a cheap beater that gives you field control via death touch. the point of the deck is field control with royal assassin and shipwreck singer. singer can force stuff to attack, and then assassin can snipe it off before it deals damage. if they have more threats, force them to attack and sac off agent to kill it via deathtouch. manipulator works the same way, tap something to get sniped by assassin, or tap out a damage source or blocker
it doesn't gain anything from having other red permanents, and I need red in here for removal
ya, I know what you mean. it probably is too temperamental for competitive play, but I think it could stand in casual at least. and it is a fun concept
damnit. ive been forgetting to click the modern button when I search lately. oh well, switching it out for sakura tribe elder. doesn't hurt the deck that much.
unfortunately gilded lotus does pretty much nothing for you in here. as soon as you play it, you have enough lands to do pretty much everything else in your deck, so its not needed late game, and if you wanted to do it faster with chief engineer, the same thing applies. because you have the engineer, you don't really need it. plus, with only 2 copies, you are much more likely to draw it late game when you REALLY don't need it.
better, but it could still use a little work. i love invisible stalker in here. he should be able to chip away about 5-7 life, which is exactly what you need to otk with psychatog. vampire nighthawk is also good cause it gives you board control and can win back some life if the opponent is running a hard aggro build. but the rest of the deck could use a little work. ordeal of erebos has no place in here. i know you want to put it on stalker, but it is a dead draw until you have a stalker, and you cant afford a dead draw in a combo deck like this. mana leak is a worse version of counterspell. exchange them, your lands should be able to handle the 2 blue cost. vapor snag doesnt really help you here. sure, it will buy you a turn, but your deck is a long term win strategy, so a turn really wont help you that much. if you want to run more effective removal, i would run 4 damnations. they wont really hurt you that much as you are running so few creatures, and it will devastate most opponents who rely on some kind of creature presence. this will also clear the field for psychatogs otk.careful study isnt really needed with traumatize in the deck, so i would swap it out for ponder. ponder is arguably the best turn 1 in magic (along with thoughtseize which you also have going for you), and it will help you find your combo pieces much more quickly.im not that big a fan of dismember, but if it works for you, go for it.
psychatog's best friends are mill cards that you use on yourself, not discard stuff that actually takes away from his ability to pump himself upoblivion crown, ordeal or erebos, and zombie infestation don't help you at all in this deck. traumatize is the ideal card to run, as it will give you around 20 cards in the grave with a single shot, which will give you the ammo to pump out the damage with psychatog. also, your mana curve is way too low to run 25 lands. 22 would be much better, even if you run 4 copies of traumatize, which you definitely should.
goldenglow moth doesnt really fit in here. if you are going for a white weenie build, you have to go all out with it or you will lose by running out of steam. the moth gives you 4 life sure, and will chump block for you, but white weenie isnt really concerned about that. you need something that will help you hit the aggro win as fast as possible.might i suggest 2 isamaru and 2 soldier of the panthion
mind twist doesnt actually work well in most cases. you need to pay at least 4 for it to be more effective than other discard options, and by the time you get 4 mana available, it is more than likely that the opponent has already used up most of his hand. its better to stick with a sure and cheaper discard that you can hit them with early and deprive them of a combo piece or a win condition than to stick it out for the big hand grabber
mind's eye isnt really needed considering i will be hopefully drawing an extra card each turn, so i would rather give the card spot to something else. bident is already in here. ive never been that big a fan of cyclonic rift. sure, it wipes the board for you, but you have to shell out 7 mana for it, and you have to wait around until that happens. i would rather have something i can use on the spot than something i would have to wait for unless im siding it in for something specific.
assemble the legion is a must in here. as soon as your deck runs out of steam, it puts you right back in it
normally I hate using dolmen gate. its one of the best cards ever made, especially since it can be played in modern. but you are right, its very necessary in here to keep the tokens alive to use for chump blockers
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