Cheap Spells V1.75

by SUPAHSNAKE22 on 08 March 2018

Main Deck (60 cards)

Sideboard (15 cards)

Instants (4)


Enchantments (3)

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.


Deck Tags

  • Modern
  • Burn
  • Cheap
  • Fast
  • Izzet

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,032 times.

Mana Curve

Mana Symbol Occurrence

0350230

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Cheap Spells V1.75

OK, so I get the concept and like the idea a lot. But I think you aren't getting the most out of your mana reduction from Baral. Since he reduces mana by 1, not by a colored mana. So the only spells that are cheaper are cancel and counterlash. And maybe dream twist flashed back.
Also since Baral is legendary you can only have one of him on the battlefield at a time. So you only get a reduction of 1 at all times.

My suggestion is to change this up a little to be red and blue, so you can add cards like goblin electromancer for more reduction, and spells with x in their cost. To be played really cheap.

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Posted 08 March 2018 at 17:11

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it couldn't hurt to add red but would it be smart use my sideboard to change it back to mono blue

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Posted 08 March 2018 at 17:14

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Sideboard should be saved to handle things you feel are the "silver bullet" or greatest danger to your deck.

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Posted 08 March 2018 at 17:50

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Also. I did miss the back side of curious homunculus. Which also reduces the cost and isn't legendary. So you will get a larger reduction than I initially stated.

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Posted 08 March 2018 at 18:25

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I really like the concept of what you are doing here. I do have have questions/concerns about the implementation.

1) The mana curve.
Turn 1 (1 mana): You have no useful plays
Turn 2 (2 mana): You have 16 creatures you can cast, but only 4 are worth using as attackers/blockers (1 toughness is a problem)
Turn 3 (3 mana): You gain guttersnipe or cancel as usable spells. Your sorcery's will only do 2 damage.Guttersnipe is probably not a
good option as a defender since you would value his ability too much to use as a blocker (he can almost work as a win condition if
you built a control deck around him.
Turn 4 (4 mana?). You might not have the four land to drop, but it seems you have full access to your deck. Unfortunately, you have played minimal defense the last three turns, against an aggro deck you might already be dead.....

Critical question: What are you doing Turn 4 to reset your opponent who has spent the last three turns building up?

2) Too much support, not enough action:
Most of your creature interacts with instant/sorcery's in cool ways. However until late game, you don't have the mana to play a instant/sorcery on the same turn as you cast the creature. You also are not going to want to attack with them because of their toughness. This results in multiple turns of not creating strength on the board. Try to limit your "do nothing" turns to no more than 2. You need to be either removing the opponents threats or damaging him yourself the rest of the time.

Have you considered the sorcery, "rite of replication"?
its a sorcery that creates up to 5 copies of any creature on the board. Since your creatures trigger things each time a sorcery/instant is cast, this could very easily become your win condition (6 guttersnipes?)

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Posted 08 March 2018 at 18:11

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Baral, Goblin Electromancer both do effectively the same thing. If you put 4 copies of each into your deck you have an extremely good chance of having one in your starting hand. I would suggest refining your deck with the expectation that one of those two creatures will be cast on your second turn. The flipped Curious Humnculous also has this effect but I don't think you have enough (cheap while useful) spells to flip him soon enough to make an impact.

With that in mind, what would be your ideal plays on turns 1 and 3? (try to think of at least 8 cards for each turn). Keep in mind, if its an instant/sorcery, on turn 3 you can cast something that normally costs 4 mana :)

You will need to be thinking about defense on at-least one of these turns, otherwise an aggro deck could likely put itself in position to win the game turns 4-5.

How about removing a big chunk of the creatures and focus on red instant burn spells and blue counterspells?
I would keep the following:
Electromancer (cost reduction)
Baral (cost reduction)
Guttersnipe (win condition)
Talrand (Win condition)

Everything else would be geared towards direct damage removal and counterspells. "Thing in the ice" would be a nice from of control but I don't believe you have enough instant/sorcery cards in the deck to pull of your goal. You might be able to get away with 20 lands though if you don't put in anything with a base mana cost greater than 4.



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Posted 08 March 2018 at 18:19

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is this any better?

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Posted 08 March 2018 at 19:14

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looking pretty good, how about replacing counterlash with disolve and lightning strike with burst lightning (you can pay the kicker price later and this gives you the 1cmc spell for card slots 5-8)? You could also use spell pierce instead of burst lightning.

Void Shatter and counterflux I think are upgrades to "cancel".

Abrade is a good choice for the sideboard (but with cost reductions, shatterstorm may be better). You might want to (mainboard) those three cards with a few more creatures to help with the starting hand drawing chances.

How would Elemental Appear compare to Banefire in your opinion?

Since your creature count has dropped down, maybe look at Volt Charge + Pyromancers ascension?

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Posted 08 March 2018 at 19:47

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Turn 2 will be spent casting a creature, you wont be sitting on 2 mana. You can probably afford to upgrade essence scatter into a 3cmc+ instant spell.

Edit: Dual lands will help as well, but they get expensive....

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Posted 08 March 2018 at 19:57

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What about now?

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Posted 09 March 2018 at 17:55

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I don't know if "Thing in the Ice" is a good fit for your deck. When you transform him, all your creatures get returned to your hand.

Now if you are planned on using that and/or the sorcery "Whelming Wave" as a form of mass bounce (control) that might make things different, but then you might want to focus on "when you cast a instant/sorcery" trigger creatures that do something other than create creatures, so that they actually will have an effect.

Not sure exactly how the "stack" would resolve casting whelming wave with young pyromancer on the field. would the token be placed on the battlefield post bounce?

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Posted 08 March 2018 at 18:30

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Hitting you with a lot of post. I guess you really have gotten me thinking :)

Rize of Eldrazi had a bunch or spells with the "rebound" mechanic (plays itself again for free on your next turn). That gets you two triggers for one casting. Is there anything in that set that looks appealing to you?

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Posted 08 March 2018 at 18:36

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ok i'll take a look and thanks for taking interest please give me some critiques on my other decks because i like to make decks and i want to get better at making them

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Posted 08 March 2018 at 19:05

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Fated intuition, cackling counterpart and mirror match are some more instant spells that create copies of creatures already on the battlefield. Going this route though moves you away from a control deck into a mid-range one though... something else to think about.

Also just noticed that most of your remaining creatures are wizards..
That brings wizard tribal theme cards like sage's dousing, stonybrook banneret and sigil tracer, into consideration.

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Posted 08 March 2018 at 20:38

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