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I'm working on deck for modern competitive play. Needless to say, I'm going through a ton of tests and tweaks. For some reason I just cant Demonic Pact out of my system. So my thoughts is that for pact to work you need time. So as it is , the deck is designed for midrange with early hand disruption. Its loaded with 8 removal spells,(9 if you count Elspeth.) so I'm thinking that the creature defense is covered. I've sided mass removal for things such as zoo. Celestial purge for things like blood moon and Liliana. I think so far tron is the biggest weakness with only two tec edges. Maybe I can run two fulminators instead of quellers?? Any ways I'm asking for serious ideas on how to improve this deck.
The deck has multiple win cons, So should your pact get yanked via a surgical effect you still have creatures via flicker wisp, Elspeth, and Colonnades. There is a quite funny synergy between Venser and Puca's mischief that can give you the game as well.So ideally the game would look something like this.T1-Land, (Fetch or Shock land) Have a turn one play either defensively or offensively through IoK and Paths.T2-Land (Fetch for what ever color you need)>Depending on turn one you could play a brain maggot or hold onto a negate.Turn3> land. Iok or what ever, hold a counter back maybe. Turn 4> Pact or Puca, Turn 5> Venser or PucaTurn 6> Elspeth.If you can successfully resolve Venser with pact on the board, you have a very good chance of winning the game as the card advantage from pact just becomes overwhelming.Flickerwisps are in to reset the pact with out having to pay for it again and can also make for chump blockers in a pinch. Can also help us get a tad more use out of our single Snap caster.When the timing is right, give the pact to your opponent.
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NOTE: Set by owner when deck was made.