The owner of this deck hasn't added a sideboard, they probably should...
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No sideboard due to new deck archtypes and haven't been bothered with making a proper sideboard :)
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NOTE: Set by owner when deck was made.
Are you going for budget modern here?
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No, more competitive modern.
The first thing that leapt out at me was the mana curve problem. You're way too topheavy on the 3-drops. I asked about the budget because there are no snaps in here, which are pretty typical staples in flicker builds that can manage them.
In flicker deck with ephemerate having the main engine curving out on 3 is sweet since the synergy of ephemerate eternal is a 4 cmc swing. snapcasters are one of my favourite cards to play with but sadly functions poorly in a deck like this due to not wanting to flashback ephemerate and stealing the spell pool from eternal. also want to avoid too much graveyard interaction to avoid getting hit hard with graveyard removal effects.
Have you considered venser, the sojourner? His +2 ability is flicker.I see plenty of stuff that will cause the flicker and a handful of draw effects.. but nothing that really stands out as a game winning etb effect. You really should have at least six cards in the deck that can give you the win by trigger their etb (enter the battkefield) a bunch of times. what would you be doing on the extra turn granted by time warp?also for flicker friendly bant removal.. have you looked at detention sphere?
As for timewarp, its a infinte with eternal and ephemerate the cmc for this infinte varies due whether or not you have eternal in play. to dig for this combo you have watcher which albeit only 2 of is quite consistent with all the cycling. time warp is also nice to have when you have the eternal ephemerate setup around turn 5 sicne you can warp then next turn ephemerate eternal warp then next turn ephemerate eternal ephemerate warp ect... Venser does sound interesting aswell as venser shaper savant, gonna need to try with those to see how the deck feels. also would like to point out that the mana potential generated by the coiling oracle doesnt feel better than the stall you get from playing a wall of blossoms, might need to change that out for defense reason
strykerzero has deleted this comment.
I made some comments under a misunderstanding that rebound keep the card in exile after you recast it from exile. Deleted those posts as they were simply wrong. that being said… some things to consider (from a math perspective)Even if you make your land drop every turn (and get a ramp of oracle and ephemerate). The absolute fastest you can hit your infinite loop is turn 5. (unless of course you see a faster path)T1 (1 mana) : Play LandT2 (3 mana): Play Land + Oracle (Bonus Land)T3 (4 mana): Eternal Witness + Ephemerate (another attempt at a land drop)T4: (5+ mana): Rebound Ephemerate then cast time warp (starting infinite loop)** everything gets slowed down if either creature gets removed or you don’t have it**Based on the calculator https://stattrek.com/online-calculator/hypergeometric.aspxOdds of hitting each land drop turn 1-4: 53%Odds of having Oracle on turn 2 = 44%Odds of having force of negation on turn 2: 53%Also , burn decks are designed to deal lethal damage on turn 4. Control decks can interact with you by turn 3. Speed might be an major issue for you. You really need your combo to trigger no later than turn 5. Getting more turn 2 mana ramp could be huge.
Regarding your card advantage and mana base.22 lands10 card drawCurve wise that looks good for ensuring you hit the land drops... but you aren't getting any real advantage out of it. The only repeatable flicker you have is soulherder.as a result, you are expending a card (and mana) to draw a card. this isn't giving you any card advantage (in fact you are losing ground because you need to spend mana). In response to you drawing a card to replace the one your spent to draw it, your opponent plays an offensive card (forcing you to play defensively on your next turn , and many of your responses have a downside)you need to get more than one card from a flicker, make the effect more repeatable, or impact more than one card on the battlefield when you do it (creature cards that create tokens when they enter the battlefield are an example)
I would add 4 lands and remove 4 card draw. squeeze in 4-6 cmc 4+ creatures with strong ETB combat related effects. The goal would be to survive until you get get one really annoying thing on the battlefield you are going to flicker constantly that wins the game for you (solitude can work for this). below is a 60 card singleton bant flicker control deck for the oathbreaker format Ive been tinkering with. https://www.mtgvault.com/strykerzero/decks/angelic-flicker-oathbreaker2/
for repeated effect eternal witness and ephemerate works since ephemeret rebound resolvs and hits graveyard before eternal etb comes into effect making it a looping effect, would add 2 soulherder in sideboard for less graveyard dependencies and also looking into venser shaper savant/venser the sojourner for more versitility in pressure however do have a good feeling about venser shaper savant since it adds alot more control than flickerwisp
however cant flicker eternal with venser due to hight cmc cost but will look into the deck and see where i can slot him in, will definitively make it into the list whether in sb or mainboard(most probably mainboard)