The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
A deck that retains advantage while being able to function on 1 land and fully function on 2. Purpose- generate crazy card advantage from decreasing dead land draw to a bare minimum, maximize confidant draws while staying alive, each card chosen for max efficiency vs cost.
This deck has been viewed 1,951 times.
NOTE: Set by owner when deck was made.
I don't know if I like thermo-alchemist here. Also it looks like you may have just a bit too much removal for the current modern meta. But I like what you have going here. If you test it out. Let me know how thermo does.
Permalink
I was struggling to find other 1 drops to maybe sub in for some fatal pushes, any recommendations?I've had success with thermo before in similar instant/sorc-heavy decks, I'll test him out and see how much damage he can contribute, but in a couple red/white/blue control builds he has been pretty devastating for me
There's a card that works similar to Fatal Push that most people tend to forget about: Tragic Slip. Same cost, similar trigger for awesome. If you're looking for another 1 drop creature, Monastery Swiftspear or its Weird "brother" Blistercoil Weird comes to mind. Also, with such a low curve, you could drop to 17-18 lands, maybe lower.
I don't have immediate recommendations actually. I myself like to make decks like this across all color combinations. But they usually go to 4 or even 5 mana. I don't think I have made anything this tight. Except a proxied naya burn that I hate lol. If you get a chance to run it in a tournament let me know how it goes.
Will do.Ya, I was pondering (I wish) swiftspear, and had mixed feelings on it. could definitely be a powerhouse in here though, especially if I cut another land or two. I'm always hesitant to dip below 19 because of the mulligans I know im gunna take, but perhaps 18 isn't unreasonable
I would say go to 18 lands, not 17, just because you arent using any cantrips to fix your draws. but i might think of adding swiftspears, great powerhouse card in a deck like this!
Problem will be locking/ counter blocking decks like my Merfolk one that utilizes Challice of the Void and drives for a 2 drop Blood Moon
True, ya any land hate or slowing process and this deck will stall out pretty quickly. I guess the wager is a turn 1 discard option buys enough time to ignite the win conditions and then sideboard in some heavy assistance
I think you could use some more lightning helixes to help recoup the intense life loss this deck incurs.Alternatively, add death's shadow and take advantage of it.
I started with running 4 helixes, but trimmed them down because this deck REQUIRES a turn 1 play or reaction, and has a decent chance of operating on only 1 land for a few turns (which is the point), so helix was hurting the 1 drop saturation and because of its specific mana cost my thoughts were to cut it way down to streamline the whole thing.As for death's shadow, ya that's well worth the consideration for sure. I've never really used the little guy, but I like the idea.And, in response to the general notion that this deck bleeds like a stuck pig, I wholeheartedly agree. However, my wager with this deck is that it is so fast, counterproductive to opponent's plans, and overstuffed with material that it can win before opponent has the chance to capitalize on the 10 or so lp it will drain all by itself by about the 5th turn.
Looks interesting, so if I am understanding it correctly the deck is based off one/two mana drops with the emphasis of card draw control?If so, seems like an interesting challenge.
Yep, that's the idea. This deck looks to maximize the underlying mechanic of all magic, and most games honestly, that if you can mobilize a win condition faster than opponent, your own vulnerability isn't an issue, thus, the most important facet is a combination of speed (tempo) and fuel (card advantage). This deck seeks to maximize both while denying them to opponent, and thus doesn't care that it bleeds life like crazy
I would recommend brain maggot over sculler. Same effect but only requires black. Still has the drawback of being a two supertype card though, but hey, if it works.
Also, given how your deck wants to play, you should be running four of on the fast lands, ESPECIALLY blackcleave cliffs since those are your primary colors. You could then entirely drop the shocklands save for rakdos and probably boros. Anything else you could realistically replace with basics, which will not only help you in the event you face off vs blood moon, but will also help you save on life in case you decide to not go the route of death's shadow. Either way, it'll save you cash
Oh and lastly, I recommend Bedlam Reveler. In this deck, it'll easily be castable at two and, AND! It draws you three while also having prowess. I have a red blue deck I've been testing heavily for months to get just right, and let me tell you that bedlam reveler can get scary. I wouldn't recommend a full set, but maybe two or three if you could find a slot? Might be worth it, and you desperately need good draw in late game burn. Plus he's a good body to block bigger dudes you can't kill right away
Some interesting ideas here. Personally I prefer sculler over maggot because it's a 2/2, so its a turn 2 drop that starts the damage clock running. Ya, unfortunately its an artifact too, so its super easy to remove, but if nothing else it will probably buy me a few turns of tempo as well as force opponent to waste removal on it.I'm considering the land disbursement. I'd like to run at least 1 copy of each shock land so they are fetchable, but other than that I'm seeing the merit of the fast lands. I'm hesitant to switch to all basics, even if it nukes the chances of land disruption because with so few and the NECESSITY of a turn 1 drop, but maximizing the fast lands over shock sounds goodThanks for the feedback, I know this is a sticky sort of deck
No no, you're good man. I'm not saying go all basics, just go lighter on the shocks and heavier on the fast lands. You already use red heavily, so even then a blood moon won't outright prevent you from playing. Plus it's a good target with whatever creature you use for hand disruption. Only reason I suggested maggot was the less restrictive casting cost is all.Plus, I really do like this deck. The deck I mentioned earlier is also an odd beast itself, so that's why I wanted to help you out. I'll link it for you and anyone else that wants to take a look at it. It's still being tuned even now, and I'm always looking for things to really improve it.http://www.mtgvault.com/drakeraenes/decks/ur-tradeup/
Nice deck. Seems like it has a ton of potential. IMO Tidehollow Sculler is your weakest card. With the full play sets of Thoughtsieze and Inquisitions I don't think you need a need piece of hand disruption. Especially considering the amount of removal in the build. At first glance without testing the deck personally I think your lacking in the ability to close out the game fast. I'm a huge fan of Swiftspear as DedWards has suggested However I think Young Pyromancer would make the best addition since you're gonna be controlling the ground so well. I also like Bedlam Reveler as a 1 or 2 of as drakeraenes suggested. In addition when you do decide to make a side board I highly recommend a 2 cmc answer for artifacts. Chalice on 1 will shut down this build and send you straight into scoop phase. Anyway just my opinions.Happy Casting :)
He has red, so a simple Shatter is all you'd need honestly
Good points all around. I've most definitely been thinking over the bedlam reveler's as heavy hitters and for the delicious hand refill. Swiftspear has also been on my mind, I'll keep working on it.Here was my thought process with sculler:turn 1- discard (8 options)turn 2- sculler (discard) or alchemist (damage machine) or confidant (fuel machine)turn 3 on- repeatthe double discard option turn 1 and 2 just seemed too tempting as it reverses the "going first card disadvantage" , completely dismantles whatever opponent is doing, and gives you a couple turns with a 2/2 to grind out some damage before opponent can develop a countermeasure. It's quite possible its a little overkill, especially with removal being no problem, but I see this deck having a little trouble against anything that says no, and bombarding opponent's hand early and starting a damage clock should go a long way to solving those problems.In terms of the sideboard, absolutely the artifact hate is gunna have to be in super saturation. My plan was to vary up the cmc a little so they can't kill em all with 1 chalicethanks for the feedback guys, this is still a work in progress, but I'm convinced there is at least SOMETHING of value in the theory behind it. I'm also looking heavily at boros charm as a substitute for a little of the removal, as there's so much
@ Drakeraeneswhile shatter is good, I think either Abrade or Smash to smithereens would be better.
Shatter was just the first thing that came to mind since it just got a reprint. Smash would probably fit this deck's theme a lot better than Abrade, but creature removal is always a nice thing. Maybe 3 of both in sideboard?
not a bad suggestion at all to run 3 of both in sideboard.I figured that with abrade that even when not facing art heavy decks the creature removal was still fairly usable. I am rather fond of multi-purpose cards like that.Smash to smithereens punishes them for playing artifacts with a bolt to the face as well as killing their artifact. either would be a fine choice I think.
I positively love abrade for exactly the same reason. You basically get 16 sideboard spots. And ya, smash to smithereens is pretty perfect for the theme that's going on here. I'm currently working on the sideboard, and the options look pretty marvelous
I’m not that knowledgable when it comes to magic, however from the knowledge that I do have the creatures or creature I would put in if you took out the Thermo-Alchemist would be vexing devil (no-one plays this card anymore and it weirds me out), swiftspear as many others have said, If you are thinking of adding a 1 mana creature, and if you end up going with a 2 mana creature I highly agree with ManiacalManiac, and say you should go for young pyromancer.Also sorry for massive run-on
Updated version of the deck postedhttp://www.mtgvault.com/dknight27/decks/modern-n2o-version-2/