a deck like this gets kicked into overdrive with 4 copies of howling mine. it helps the opponent a little, but it helps you a lot more. as it is, you are likely to run out of steam if the opponent can stop even 1 burn spell.on top of this, your mana curve calls for more lands. I know you don't want to draw any after you have 3 out, but its essential that you drop the second land on turn 2, and the third by at least turn 4 in order to reach the speed you need to pull off a direct burn win.reverberate is useless in this deck. for 2 mana, its not as efficient to copy a spell unless it deals more than 3 damage. if it dealt less damage, you would be just as good with a 2 drop 3 damage spell like incinerate. for reverberate to actually work, you want it doing something awesome, not just good. until you come up with 5 mana, reverberate is pretty much useless, so you are better off taking them out for more lands. I would consider running 20 or 21 lands. something else that can help you is to run the creature lands like mutavault. they still help you pump out the 2 drops and 3 drops, but they can also deal 2 damage a turn when you are running dry of burn spells. they can also buy you a turn with a good block, and arnt a useless top deck.I would run 18 mountains and 3 mutavaults. that should handle it.flame burst is too dependent on a long game to be realistically effective. you would be better off with incinerate clones and such.
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reliquary tower doesn't help you enough to justify itself in the deck. you want to drop patron wizard turn 3 if possible, and the tower will really hold you back
krosan restorer isn't worth the spot in here. you desperately need something to speed up the deck so that you can get to what you need more quickly. you have a good amount of land search, but nothing to actually get you the enchantments.sylvan library is a big help. so is harmonize
call of the herd is an excellent elephant card
im afraid this deck is gunna be too slow to keep up with other stuff in modern. you have no way to search out emrakul or banefire, and no way to stop anything the opponent is doing. so basically, you will sit there until the opponent kills you, because his or her strategy has a higher statistical chance of hitting. in order to make this deck work, you need something to speed it up
opal palace was an accident. I meant it to be nykthos. abundance is an interesting idea, ill think it over.triumph of ferocity is good.lurking predators takes too long to be effective for my taste. since I don't have any ramp in here other than nykthos, I prolly wont be able to play it till turn 9, so I would rather have something that lets me do something earlier.the purpose of giant growth and the like is to let a creature live through something that would kill it with damage. whether it be for a block, or a bolt or whatever. that's why I don't have too many of them. same thing with ranger's guile.blanchwood armor just makes your creature a target, and then you are down 2 cards. ive never had a blanchwood win me the game more than it gets taken out. same thing with keen sense. I don't want a creature that has to be blocked every turn, I want the 2 cards.ive already got lightning greaves in, but ill consider alpha authority
good stuff. thanks for the feedback mate
if he wants to play it modern, that's fine. it could be legacy pretty easily too.fabricate is only too slow if you have a torpor orb and a heartless summoning already, which is incredibly unlikely. otherwise, you need more mana and as there is no way but lands in here, so in fact, fabricate is exactly what you need.myr superion (2) and heartless summoning (3). chances of that coming together without any search or fast draw are pretty slim. not worth running.using remand as a timwalk is fine and dandy and all, but if he is trying to use it to protect the orb or creatures that will be sided in with haste, he would be better with a counterspell. especially when they see remand early in the first game. if they don't see it early, then its not as effective, so the difference is negligible on its worth
im sorry to say that torpor orb wont work for myr superion. his effect isn't an ability.as you are playing a combo deck that needs artifacts, it is absolutely essential that you run 4 fabricates. that will speed this deck up tremendously, as it can fetch any part of the combo.phyrexian dreadnought is a must in here as well.I would consider running 4 stifles, as they do the same thing as the orb and can also be used to mess up the opponent.heartless summoning isn't good enough to deserve a spot in here. you don't need your 1-4 drops to cost 0-2. the whole point of the deck is to play fast creatures, and they work that way anyway as long as you have the orb out or stifle.remand isn't the best choice for a counter, as the opponent can just play it again if he has enough mana. if its countering a counterspell or whatever, if they have 2 more mana, you will still get countered as they can replay it as soon as remand exists the stack.
unfortunately this deck relies too heavily on counterbalance with no way to make sure you have it in play. library of leng gives you absolutely no advantage early game if you don't have counterbalance, and you have no search methods for counterbalance. You also don't really have that much draw power that can be accessed early game
I have played against and have played both merfolk and goblins. that's why I have 16 removal spells that can be played in time deal with their pesky shit
and if you don't think creakwood liege is overpowered, you are mistaken
its got answers for planeswalkers, combos, effect creatures, muscle creatures, and control. plus its got enough beef to do some fast damage but enough longevity to handle a middle and late game. it doesn't specialize, but its flexible
what legality do you want this to be?
unfortunately primalcrux costs too much. a 6 drop wont hit the field in time to matter, and it will give the opponent way too much time to respond, which isn't good. the hydra is better, but unfortunately not reliable. as this deck is creature heavy, the opponent will respond with lots of removal, and if they remove the green, its basically useless. I would rather stick with the sure thing which will be more reliable over timethanks for the feedback though
im out for the night, but ill take a look at her tomorrow
it happens mate. I think it enables some of the best combos in magic, but that's just me
the insurance on that one is mutavault, with which I am in love.
good zombie for sure, but doesn't really fit the theme here. he would just act as a chump blocker twice basically, which I don't really need with all the removal and reoccurrence and token production. the hammers in this deck are the liege and carrion feeder, and there are just SOOOOO many ways to get them in gear. thanks for the feedback though
chump blockers, aura targets, continuous target for rancor which means continuous draw from spiritdancer. in a deck with only 14 creatures, its deadly
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