banning it in legacy is just another instance of the bullshit format control magic does
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whoops, got in the habit. its modern
its not an edh
baneslayer angel is a must in here. he is your win condition and gives you massive lifelink. i prefer nyx-fleece ram over lone missionary
i made a modern white red build of this concept here- http://www.mtgvault.com/dknight27/decks/modern-eidolon-burn/
absolutely. what a devastating blow. sac a creature, get your token, opponent loses a creature, scavenge the creature, double up your creature in 1 swing. im not sure i can make it fit though, especially since it costs 3 black. im always afraid of trip costs in modern cause the lands arnt that good
fated conflagration is a must in here. it is an absolutely devastating burn card, and it lets you set up your next 2 turns (hopefully), which is super important in a burn deck. you are right in your description, your curve needs some serious work. i would suggest going RU so you could use 4 ponders and 4ish preordains. i dont really know why the rest of the magic community isnt as in love with those card as i am, but its hard to find a better turn 1 in mtg than throwing out a ponder. i know they will burn you late game, but its worth it to speed up the deck and your own development. diminishing returns is an excellent consideration for blue in here, as it wont hurt you and will reset your hand (which is always in trouble in burn decks), but the best news, it gives your opponent more ammo to hang himself while giving you the burn power you need to finish him off. the hand reset is of extra importance if you run pyrokenesis and fireblast cause they murder your card advantage and development, both of which always hurt with burn.anyway, thats how i would handle the burn version of this deck. another way to do it would be to go RW and use baneslayer and assemble the legion and do a longer version of the build
i find myself leaning toward control decks that have a long game win condition. i absolutely love assemble the legion and bitterblossom. just sit back and hate on everything and let them pump out your win.
i checked all those out, gave the opponent too much time to react is my only concern. the combo i have going is a 1 turn thing.damnit. i love turn 1 green sun into dryad arbor. this must have been a recent change. thanks for the heads up
i tried to branch out from the traditional builds
whoops. aura of silence it is
this deck would be a lot more consistent if you made it black and blue, so you could add in ponder and careful study
ponder and preordain speed things up greatly, as do the cheap creatures and counterspells. basically it doesnt matter what the board state is once the combo goes off, which isnt that hard to do. if you snag a stasis but not a will and are in a bad spot, just wait till they tap sum stuff out and drop stasis for a few turns to freeze the field until you can get what you need. its more flexible than you would think. stasis is one of the best stall cards out there, even without a way to continuously use it. should buy you at least 3 turns if you have out a few lands, which can be all the difference in a combo deck. that being said, there are more reliable decks out there. i wouldnt take this to a tournament
nature's will works pretty well too. I wish stasis was modern. That would make an unstoppable combo on turn 5 in modern
it would be awesome if it did though
stasis is meant to slow the game down long enough for you to set up the rest of the control base. i realize it doesnt untap you for stasis.
there are different variations, but the general gist is slowing down the game long enough to get out smokestack or an equivalent which decimates the field. since i built in multiple ways to get permanents to sacrifice each turn (crucible and awakening zone), the stax doesnt hurt me, but it devastates the opponent. once i get 2 counters on it, its pretty much game. basically stax decks are prison builds that seek to disrupt the fast pace of legacy. ive built several of them actually. they are very fun to play
thats why im running icy manipulator. if mine is out, i can tap it and stop the opponent from drawing. if not, i can shut down a land or a creaure
and personally, i think tarmagoyf is overrated. its a brute that has conditions for its effectiveness. besides, im relying on huge but cheap flyers in here, and want to control the board until they start working. goyf would just take up space
i know the rest of the magic world is in love with remand, but i find it rather pointless. sure, best case scenario it stalls out the opponent for a turn early game or helps you squeak by with a win condition, but the rest of the time its just a waste of mana on both sides. as soon as the opponent builds up enough lands, say turn 7-8, then it becomes useless because he will just replay it and all you did was draw a card. I would much rather have negate to stop the removal and control aspects for good and protect my win conditions with it. similar problem with mana leak. ya, its great early game or late game when they go for an all or nothing play, but the rest of the time its just an inconvenience. I would rather have a solid answer that can be used regardless of the opponent's manabase. psionic blast is a wonderful tool because it can be creature removal and strait burn damage, and no one expects it from blue. especially in modern, which is far more creature heavy, its a great surprise control card.caryatid is in her for 3 reasons- 1, its a tri colored deck in modern. there will be mana problems. 2, its a control deck, which is always hurting for the mana to play spells during the opponents turn while developing your own field. 3, its an early game blocker and a late game chump blocker that cant be pinged away because of hexproof. decks that swarm early and then run out of steam will be decimated by a turn 2 caryatid because it will give me time to work up to complete board control, especially game 2 when i would sub in my nukes that it could launch on turn 3 because of its mana boost. whats even better about caryatid is that it lets me play augustin on turn 3, which will obliterate the opponent's development and give me the time to get board control.
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