Thanks for the advice, I switched up a few things for another Full Moon's Rise. Currently the Triumphs are in there instead of Overrun due to the availability of what I have. Good idea none-the-less. I dropped the fetch for the Instigator Gangs like bboycesar recommended.
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If I can grab a few gut shot(s) or otherwise I may try them, thanks for the suggestions!
I can agree with that, I don't do much standard and I enjoy attempting to use lesser played cards, but in this instance it became redundant. I threw in a few shocks for the added burn. However, grudge is stay in the main deck due to our meta around here.
You're right about Mulch, seems I read it incorrectly. As far as Hamlet Captain, the idea is that it is there to make the deck strong whether or not your creatures are actually flipped to the werewolf side.
I put in a play set of Mana Leak and 3 Kitsune Mystics, I think that should suffice.
Not entirely sure if more creatures would be needed, however I like the idea of throwing some counter spells in. However, are there any creatures you'd suggest?
Auratog is confirmed legal in Modern! time to rework this. >.>
Also, would the reprinted Auratog from Timespiral's Timeshifted cards be allowed within the Modern format? I thought about using that for another layer of attack/defense.
Esper (as in the plane) is yes majorly artifice, but I used the term Esper for a simple way of saying W/U/B. However I am currently looking for more ways of pulling the enchantments, or just a larger creature base. Any suggestions?
Terra Eternal is fun with land combos like this, sadly your deck is not white.
Hoping this works. I am not too sure on it's abilities.
Sweet, I was looking to add Myr Turbine, I had forgotten about it because I forgot to pick up the card from the store. I was also considering Kaleidostone simply to help maybe with getting glissa or the bringer.
Kool, thanks for the advice, the third Jace Beleren was actually not supposed to be in there (Because it replaced Ulamog) so I removed one of those and a Roil for two Augury Owls, works great. I have a few Selective Memory(s) so I think I will play around with that too.
Kool build, Packles; although there are a few things I don't understand why you have / why you have that many. I see why you would have each variant of the Silver Myr, but why so many and only two Silver Myr? And one of the other things is, why have the Contagion Engine(s) in there? I see very little need for the Proliferate, and that is the only thing doing the wither effect. The last thing: I really like the Quicksilver Gargantuan(s), but from this point of view, four might be a little too much. Sweet deck though man, gave me a bunch of ideas to help my friend's Myr Deck.
I forgot to mention, I looked at a few friends' builds for the deck along with having the idea for Stormtide Leviathan instead of Ulamog or anything else.
Thanks for the input; I can understand exactly where you're coming from due to the times I have played the deck against single or multiple opponents. I normally didn't have a problem in 3+ person games, but 1v1 all comes down to my ability to hold my opponent off until turn 4 or 5; I tend to get Garruk out on turn 4 and use his ability to keep enough mana open to be able to counter spells before my next turn. but other than that I would need a heavier defense until I can use Mass Polymorph. I would most likely go towards the Augury Owls because I have had times where topdecking has made it close to impossible to get my polymorph off correctly, but the See Beyonds have help in those occasions as well. How many Augury Owls would you recommend? What should I replace?
Does not work like I would want it too, hrm.
I would love to play something like that man.
Unearth is only playable once, because once you unearth it you exile the creature at the end of the turn.