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Just that Maniac!This was supposed to be at least relatively budget, and the Leyline is probably going to disqualify it on that front, but it's almost plausible as a real deck if you can assemble the combo components on their turn. The truly budget version replaces the Leyline with the Spellbomb so you can trigger the draw before they can remove the Maniac. I'd love overall feedback, especially ways to speed up or increase consistency without breaking the budget, and keeping it Modern. Also could use advice on the Leyline count--I definitely want it in the opening hand, so 4 seems like the only choice, but I don't want multiples down the line. Is there a good counterspell or other card which would make use of extra leylines, e.g. with a discard cost.
Pulling this off before T5/6 is gonna be tough, but with the leyline in place, you can drop the leveler at the end of their turn, untap, drop the maniac and have, one hopes, some kind of counterspell on hand to protect him in the instants before you draw and win.Similar move would be playing Selective Memory + Treasure Hunt to eliminate the library on their turn, flash out the Maniac just before you draw. Otherwise, you're countering and drawing for the pieces--Drift will transmute for the Maniac, and makes a good blocker, especially if you can flash it out with the Leyline. Special thanks to tmw30 for the Treasure Hunt tip, and smoothing out the mana curve with those extra 4 lands.
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Back to Magic after a long while--things have _changed_ since 4th edition! Any feedback is appreciated.
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A solid design, but alas execution is difficult. In a land where lightning bolt rules, the poor Maniac is simply a fancy target. Never-the-less, I like your deck. If there's any wisdom I can hope to spread, it would be within the land base. 20 is a good amount of lands, according to simple probability, a third of all your cards should be lands. However, in a deck that needs to reliably hit leveler fifth turn, we see a problem. On the play, fifth turn, you've seen 11 cards in total. What this says is that a third of the cards seen have been lands, and unfortunately, that's not reliably 5. Now, it'd be crazy to go the necessary 50% land base required to "smooth" the curve, but I personally would recommend a healthy 40%, or 24 lands. I think statistically it would be a great boon to your deck, because running some sims of the deck haven't given spectacular results in the current form. If your willing to perhaps upgrades with some currency, remand>runeboggle, but I understand the budget argument. Once again, I really like your deck and wish you well in your endeavors with it.
Also, if you want to get rid of those pesky lands after a selective memory, look into treasure hunt, it's glorious.
Ahh, perfect! I figured there was a card that would do that, and so there is. As you say, this is a long-shot combo, more so now that Leveler is the faster drop, and the alternate completion is the two card Treasure Hunt + Selective Memory. Realistically, that's the reason to keep it budget: it's a fun concept, but probably not worth sinking a lot of cash into at this point. I do see why Remand would be a good choice--and why it's so pricey! Thanks for the advice. I'll see how it works out.
Glad I could be of assistance. I look forward to hearing the results.