dknight27

1,841 Decks, 2,582 Comments, 301 Reputation

dig through time works against the other mechanics of the deck. if you pull stuff out, you wont have the material to snap and witness.

also, you basically have no way to apply pressure mid game or finish the game in the long run. 2 phantasmal images most likely wont be able to get the job done by damage, especially when you want to counter their creatures in the first place. i would consider creakwood liege, as he can sit pretty and pump out tokens than you swarm after you have the conditions right.

i also think 25 lands is a bit much. consider swapping 3 out for sylvan caryatid. i am in love with that card, it does everything you need in the early game. trip colored deck can always benefit from the mana production, and counter decks are always hurting for a spare 2-3 mana during the opponents turn, so that helps you big time. it also doubles as an early game blocker that can save you the 5-8 life that fast aggro decks rely on turns 3-5. plus, its hexproof makes it much harder to get off the field.

in your sideboard, i would run cranial extraction or memoricide over surgical extraction. surgical extraction relies on them getting it in the grave, and my suggestions dont really have conditions and can be player relatively early. plus, they completely bulldoze combos and win condition decks and can also dismantle the opponent's method for dealing with your combos and win conditions. basically any deck that runs black should think about 3 or so copies of cranial extraction.

im not sure feed the clan is the best choice. I know you want to play it twice and snag the 10 life (or maybe 20), but im afraid its going to be a waste of resources. the mages are precious in here, and they are needed for control to get rid of the opponent's board state. i would swap them out for go for the throat, as it is more likely going to save you the 5 life and be ready to snap right back and help again.

just some thoughts. i like the build and love the decktype, ive made many myself.

0
Posted 18 January 2015 at 07:40 as a comment on Eternal Control

Permalink

im glad you liked it. i tried to work in ethereal armor, cause you are right, it would be devastating on invisible stalker. problem is, its a dead draw until late in the game and i dont want to risk it against faster decks and mid game powerhouse decks such as green and white aggro. that being said, i have made a deck that is perfect for ethereal armor. here is the link- http://www.mtgvault.com/dknight27/decks/modern-enchantment-swarm/

0
Posted 18 January 2015 at 04:23 in reply to #528846 on Modern Shadow Fort

Permalink

rest of em dont fit. obviously this deck isnt buildable, but my friends and i like to proxy blocks and alpha is absolutely ridiculous

0
Posted 06 January 2015 at 01:35 in reply to #527377 on Alpha Block Channel Fireball

Permalink

ive been working through some sample hands, and traumatize isnt working the way i want it too. archive trap seems to fit the build pretty well, and it doesnt mess up the curve. thanks for the tip

0
Posted 30 December 2014 at 09:11 in reply to #525515 on Modern Mill

Permalink

he would be good in theory, but he is too expensive for what im trying to do here. a 5 drop will sit in my hand for at least 5 turns, more like 7, and im trying to pump out a creature a turn for the first 5-7 turns (after turn 1). with no mana accel whatsoever, i dont feel comfortable waiting on the 5 drop.

0
Posted 18 December 2014 at 21:06 in reply to #523201 on Legacy Green Stomp

Permalink

plus, i want as many forests as possible for dungrove elder, who owns the shit out of this deck. his hexproof basically limits the opponent to board sweepers, which they will most likely take too long to come up. if they do show up in game 1, i sub in caller of the claw and swing for game the second turn after they nuke.

0
Posted 15 December 2014 at 22:49 in reply to #522931 on Legacy Green Stomp

Permalink

since the curve is so small in here, i dont really have a problem with the 1 higher cost of fade. i would rather be able to deal with there thasa for sure. if the curve were higher i would go with naturalize to help with the consistancy, but as it is, if i side in 2 fades, that only brings the 3 drops and higher in the deck to less than 20 cards, so im not that worried about it

0
Posted 15 December 2014 at 22:03 in reply to #522932 on Legacy Green Stomp

Permalink

that it could, and i considered it. but the curve is so small in this deck that it realistically shouldnt need that big influx of mana. on top of that, if i draw it and only 1 or 2 forests off the bat, i wont be able to play the 2 drops and baloth, and this deck will fall apart if i dont get down a 2 drop and then a 3 drop and start swinging early.

0
Posted 15 December 2014 at 22:01 in reply to #522931 on Legacy Green Stomp

Permalink

ya, just theros block. which i actually find to be a pretty bad block. not much going on. boring mechanics. but thats just me.

i would prefer to run 22 strait swamps over nykthos shrines for 2 reasons.

1- squelching leeches is the boss of this deck and feeds off the swamps. once you get out 5-6 of em it should be game over.

2- there are just too many double black cost cards in here. i know the chances are slim, but doubling up on the shrines early game would mean i wont really be able to play much, and this build is a little slower as it is. i would rather have the sure thing.

1
Posted 12 December 2014 at 02:43 in reply to #522134 on Theros Block Construct Discard

Permalink

im relying on the simplicity and speed of the deck to overtake the rest of the block, which i find to be quite slow

0
Posted 06 December 2014 at 20:53 in reply to #521278 on Theros Block Construct W Hroic

Permalink

unfortunately, i cant put in raise the alarm because it isnt in the theros block.

im ok with having 4 brimaz's because of his high profile for removal. basically, he is a big target, so even if my hand is clogged by 2 of them, im not to worried because i will either stomp the opponent to death with the one i have out, or he will remove it, and ill play a second one. and it just helps this deck tremendously. so many creatures spawned, and so much early game damage. turn 3 brimaz should be game over for this deck.

0
Posted 05 December 2014 at 23:24 in reply to #521043 on Theros Block Construct Rush

Permalink

ghost quarter shouldnt work that well in a triple colored deck, especially when the land choices are already limited to modern, so you miss out on some of the better duel lands.

serum visions seems like a waste to me. sure it triggers the sorcery qualification, but other than that it doesnt do much for you.

snapcaster mage would work wonders in this deck. i might consider running him over delver, as delver is good early game but will probably run out of steam.

they actually printed a better version of lightning angel. its called mantis rider. ridiculously good in a deck like this. crazy fast damage that is hard to stop.

here is my modern scepter build http://www.mtgvault.com/dknight27/decks/modern-tournament-scepter/

0
Posted 01 December 2014 at 07:12 as a comment on Delver's Jeskai Scepter

Permalink

ya, research and development is a bitchin win condition in there for sure, but i would be afraid to run it too much because its a 5 drop if you dont put it on the scepter, so it would be a brick in the opening hand. ill give your deck a look

0
Posted 01 December 2014 at 07:04 as a comment on Legacy Tournament Scepter

Permalink

path is an interesting addition. ill have to give it some pondering. flagstone is an excellent addition. if its on the field when Armageddon goes off, thats game.

0
Posted 18 November 2014 at 07:03 in reply to #517688 on Legacy Armageddon Blitz

Permalink

as mutavault is a land, and it only produces colorless, i decided to not put it in here. the whole point of the deck is to spam turns 1-3 with weenies and then drop the 4 drop land crasher. if it goes off, 9/10 times thats game. if it doesnt, i still have 6-8 damage a turn on the board in most games. its more important that i have a higher probability of drawing a land that will let me play something after i nuke than having another outlet for gravecrawler. if the only land i have is mutavault after i nuke, its basically useless.

aether vial would be alright, but since i only need 2 land for 8 cards in my deck, and the rest take only 1, after i nuke, i would rather have the card advantage and take the chance of not getting a land than sacrifice a card spot to aether vial

0
Posted 17 November 2014 at 05:11 in reply to #517688 on Legacy Armageddon Blitz

Permalink

i think cranial extraction should be a staple in black sideboards. it either dismantles combos of the opponent, or stops him from dismantling your combo. Either way, thats a game 3 staple for sure

0
Posted 10 November 2014 at 10:08 in reply to #516276 on Legacy Grind Tournament

Permalink

I could see pain seer working much better in this block with witche's eye. Ive been trying to make a build like that already. So far it doesnt seem to want to make itself happen, but we will see

0
Posted 09 November 2014 at 20:37 in reply to #516302 on Theros Block Construct B Contr

Permalink

agent of the fates is for board control and the ability to stall until I get what i need. he will also handle any of the minor bosses printed in this block. Im not that concerned with his ability. He also has 2 black symbols, which helps with gray.

I hate cards like pain seer. you have to attack to get it to work properly, and this block has too much early game swarming to let a 2/2 do much.

the point of this deck is to hold off with board control until you get one of the late game control mechanisms in place. Im ok with little to no card advantage because of the way this block operates. There really isnt much card advantage to begin with, and this deck is fast enough at controlling the board to deal with the faster builds (red and white for example) that win by swarming. Once it gets past the early middle game, I shouldnt have a problem

0
Posted 09 November 2014 at 20:35 in reply to #516302 on Theros Block Construct B Contr

Permalink

if that annoys you, click on another deck

0
Posted 09 November 2014 at 07:18 in reply to #516276 on Legacy Grind Tournament

Permalink

rhystic study is worth considering, but in competitive legacy im afraid it will be too slow to matter early game, and by the time it starts working, the opponent will be able to pay the 1 and ill be without the cards when i need them.

standstill is too hit and miss. if i topdeck it, thats pretty much game.

i like avoiding font of mythos esk cards whenever possible. anything that benefits the opponent just as much, and realistically because it gives them 2 cards first it benefits them more, isnt worth it to me.

mind's eye is definitely a good one, and ill think about it.

sword of fire and ice is awesome for sure, but im only running 8 creatures, so i dont want to take a chance on it not connecting.

well of lost dreams is too hit and miss. i only have 8 life gain cards, so i dont want to take the risk of it missing.

consecrated sphinx is too expensive and vulnerable for me to rely on for card advantage. im ok with the 5 cost of jace or mind's eye, but 6 is another couple turns it sits in my hand like a brick. ive found that 5 is the biggest cost of a card that can be relied on in legacy, and even then its pushing it.

as to why no jace the mind sculptor, this is already running some expensive lands, and he is just too much. otherwise i would love to have him

0
Posted 14 September 2014 at 03:00 in reply to #499641 on Legacy Tournament Scepter

Permalink

981-1,000 of 2,579 items