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This deck is a clone of UW Martyr 1.4 by FRIENDLYFRIEND. http://www.mtgvault.com/friendlyfriend/decks/uw-martyr-14/
Nivmagus combo is just bad digging is GREAT! Echoing truth feels better than snapbackIf I am getting board wiped or even spot removed, unified will is often turned off (ie: bad if I'm behind, only average at parity, great if i'm ahead). Wizard's Retort seems like a better option - at worst can still counter something for 3-2 Unified will-1 snapback-4 Nivmagus-4 flusterstorm(9)+3 Overwhelmed apprentices+2 ominous Seas+2 echoing truth+1 Ghostly Pilferer (testing)+1 Brazen Borrower+2 Wizard's RetortSideboard: Aetherize is too slow-2 Aetherize-2 Echoing Truth (sent to mb)+2 Dragon's Claw+1 Vapor Snag+1 Snapback (some testing to be done to figure out what a good replacement for all 3 snapbacks)
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Echoing truth feels great to bounce multiples. Have only tested against Noadbrush Curse deck...probably need to test more against other archetypes. Curious obsession feels great as an additional draw engine if I cannot get Hussar onlineAdditional Skaab Ruinator helps with reducing the clock sooner (ie less time to durdle)If I am getting bored wiped or even spot removed, unified will is often turned off (ie: bad if I'm behind, only average at parity, great if i'm ahead). May need to test some other options....(Familiar's ruse - no can be just as limiting if I'm behind - Deprive could be a good option since I rarely am flooding, so this does not affect my tempo very often)Ominous seas feels great if in starting hand, otherwise often don't have time to spend the mana. MOre testing needed-I'm not sure ominous seas is the additional threat density I am looking for...but it's not terrible either. More card searching /testing requiredBorrower is decent and works well with ninja shenanigansHave never drawn ghostly pilferer but it's usually the first card to be sided out. Overwhelming apprentice is a slightly worse faerie seer, but the scry 2 always feels good.Land base is very simple right now - consider adding non basic lands for deprive synergy? (Skyline cascade? Lonely sandbar?) SB addition considerations - Tidebinder mage
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Other notes - I am experiencing minimal land screw running at 16 landsSB (or MB?) addition consideration #2 - Stolen by the Fae seems to be similar to entrancing melody but works well with Hussar.
Using disrupting shoals and force of negation will bring more card disadvantage at your door. With no draw cards your hand gets eaten up, and you loose the advantage these cards usually bring. Playing with such a low amount of lands may counteract this, but I'm not sure how much impact it will have.There are mathematical reasons for 16 lands to be the lower limit, but I know that it can be crossed in many ways if you are willing to explore cards like street Wraith or mishra's bauble.
You're right, the shoals and forces will result in card disadvantage, but the deck is built to mitigate this through card advantage gained from hussar and curious obsession. I'm not looking to reduce the land count any further as I'm finding that I am neither flooding or screwing in the most recent deck tests. Regarding reducing the land count with alternatives like bauble and wraith, I did start with vials but found myself getting land screwed far too often (likely due to the reduced amount of free spells that are available in modern compared to legacy), I'm not particularly interested in running wraith or bauble as neither advance my game plan of setting up a hussar control lock or curious obsession lock. When the deck gets going, it becomes a fairly powerful control deck. The big challenge I'm running into, is:1) Closing out the game sooner. Normally this will occur through a flying weenie beat down, or just Skaab Ruinator doing the job. I was testing with ominous seas but finding it's too slow.2) getting stomped by aggro/midrange decks that resolve before i can start countering things (modern creatures are to efficient!) I've adjusted the deck to try include more ways to handle creature threats but still a long way to go. Let me know your thoughts on this as I'm sure the collective mindhive may be able to come up with something better than what I can think of on my own! :P
The collective mindhive doesn't work very well because the majority of humans are selfish apes.I've always tried to build hiveminds, but noone really joins in on it.I, however have a selfless approach to sharing data, so I'll gladly give it, with the knowledge that it will make the game harder for me if it spreads out.My current approach towards aggro is to have cards with multiple abilities, where a number of those are removal.The more options you have, the better your defence will be.It will take an effort to search out cards like that.I can recommend sage of Epityr as it works as a manafix in a deck like yours, and allows you to prepare better for incoming aggro, by letting you draw removal early.I recommend that you take a closer look at some of the modal spells in 'zendikar rising' as they may be played as either lands or spells, this will allow you to have 'emergency lands' Just be carefull that you don't go below 12 basic islands as that will bring down bloodmoon on you, and bloodmoon/magus of the moon will see much more play because people will enter a 'modal greed frenzy' forgetting all about the moons. I'm pretty sure modal greed will be a thing :)I'm also pretty sure mill is going to have a resurgence due to the creation of ruin crab, which is basically a hedroncrab with one more toughness that cannot mill its owner. Having 8 hedron crabs will make a lot of millers go completely rampant in the meta. It won't work in the long run though as there are 4 decks that can evade a wall of crabs and kill within 3-5 turns. Affinity (hardened scales), infect, humans and merfolk.
I've already got overwhelmed apprentice and Faerie Seer for digging for answers. I am hard pressed to find removal staying in mono U colors without splashing. But I would like to stay mono U for the time....
You can run either with bounce or walls.If you have creatures you like to bounce yourself theres some cards that forces each player to bounce.