Below is the original deck created by porter poet. He used the deck to get a top 64 at gp oakland. I played this deck after he had posted it with my own changes it's a very solid deck that doesn't need much to steal the game away from an opponent. After game 1 your opponent will play much safer not dropping as many threats in most macth ups. It's a solid deck in just about any meta. My only problem with the deck back then was the overwelming amount of dark depths. With that gone many are looking toward hypergenesis being the strongest of the cascade decks let me assure you this deck is no joke and much stronger than it originally looks to be.
I am assuming that you meant I don't have access to black mana and yes you are missing the fact that you can cascade into crime and punishment and use either one. so you don't actually cast it just cascade into it. I have not done a modern event yet due to most events being done are on modo and I don't have the access to cards on there I will be doing some testing soon with others that are starting to build for it
Are you able to Pay X off a cascade? When I played Jund they didn't play lavalanch because you couldn't pay X. Unless I have been missinformed.
no your are quite right sir.
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I have been considering a 1 of Karn, Liberated or U can go with the new tezzeret or even up the number of ajani v's the deck is solid without jace but he really does help
I have been considering a 1 of Karn, Liberated or U can go with the new tezzeret or even up the number of ajani v's the deck is solid without jace but he really does help
Upping the Ajani Vengeant count seems to make more sense. You want to set up quickly, not play around with Karn or Tezz.
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ajani is strong but doesn't give you the win condition that a karn or tezz does I am really leaning towards having tezz in my build and maybe just running 2 of each but for now I am not sure I will be doing some more testing I am currently running a bad version of the deck on modo to see how it holds up and it's doing quite well I have lost to dragonstorm a few times but with cards like vendilion clique I should win many more of those matches allowing them to play into a clique seams almost unfair. I was able to play several games against living end last night and forced him into playing out his combo when I wanted him to. I have played against soo many times and the only pain is when they can burn you out after getting in damage with all they pounders. two things can be put into the board for this either trinisphere or firespout I am not felling the volcanic fallout is needed in the board anymore without bitterblossom you don't need to take out a ton of threats that fea would normally play. I have also played several games against 12 post this seams to be very favorable for use. While persist decks and unfavorable it makes me feel that having a finks could help in some matches but I still don't like the idea of giving them any creature after we have comboed off.
I'm going to convert my Hypergenesis deck in my gauntlet to this. If I understand correctly the play is to get Restore Balance on the stack and then sac everything to the Gargadon so that it comes into play or is really close causing a board wipe while you have the Gargadon.
How fast does it play? What are some of the weaknesses?
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A few things you never want to bring in gargadon before the balance resolves. It can go off on three. unlike hypergenesis you have ways to disrupt your opponent with things like bant charm and vendilion clique. It also can fight a counter battle with stuff like richocet trap.
Biggest weakness so far is persist decks that have creatures returning to play. Decks countaining counters are also hard match ups but not unwinnable.
So you're always going to wait until the turn after to get Garg out? I guess you have to watch your permanent count so you don't oversac and have him trigger.
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
How fast does it play? What are some of the weaknesses?
Depends on the version. Restore Balance decks usually either go heavy on using Borderposts (ex. Wildfire Borderpost) to set up a crippling Balance for the opponent or rely more on Greater Gargadon to set up the Balance, and thus run less Borderposts and basic lands, and have a list more like Froxy posted.
I'm more partial to a borderpost-heavy version, because it more consistently achieves a "perfect" balance (Wrath+Geddon), but it is fundamentally a turn slower, going off on turn 4 (though it can go on turn 3, you will leave your opponent with a land) rather than turn 3. Borderpost versions achieve this consistency by not relying on the Gargadon to make for a lopsided Balance, instead opting for playing a cascade spell with nothing but a handful of borderposts on the board.
Either version of the deck is a dog to disruption, especially targeted discard. Countermagic will also hurt this deck a lot too, though I doubt you'll need to worry too much about this, with the Modern meta seemingly absent of dedicated Blue Control or Aggro/Control. It might be a factor against some U/R combo decks though. The Borderpost version can also be hurt bad by artifact hate, so much that Shatter essentially becomes something halfway between Stone Rain and Time Walk. Another weakness of this deck is that when it combos off, it doesn't win right there like Hive/Pact or Dragonstorm. And while a Gargadon alone on a board may be fearsome, plenty of 1 mana removal spells exist in the format.
All in all, the deck is fun (I loved playing this back in old Extended), and it may do well in the right circumstances, but I don't think it has what it takes to be a strong contender. Now if this were Overextended and we had acess to lands like Sulfur Vent and Archaeological Dig for speed and consistency...
I played against an interested version of this deck earlier that ran March of the Machines. It works rather well. I could see it having trouble with control decks, but against a lot of other combo decks, like 12post (which seems to have a massive presence right now), it's rather fun to see work. It also gives another "oops, I win" aspect to the deck, on top of the Gargadon.
I have been playing a budget version on modo and the name is the same as my name on here in case you are wondering. I am not going to use tezz I had considered this at first but I don't want to effect my mana base and add an extra color at this point. Instead I have opted to use elspeth tirel yes it increases the mana cost but you are already in those colors not to mention she can give some needed life gain and gives blockers in many situations that can stall the game longer. I want make a note to those trying the deck the longer the game goes the more your opponent is devoted to their board disruption and stall gives you a better chance of going off once and winning the entire thing. March of the machines actaully does work quite well as an alternate win con but in some games is a double edged sword. one nice thing about the card is that it can destroy chalice of the void. I am considering it as a one of in the board just in case their are chalice match ups. I don't think you need more than that. It's in no way stronger than having a plainswalker that can dish out three blockers a turn and later wipe any chance of them ever coming back. Another note about march is once you play it thats it you have to go for the win if they start to come back and it's in play you are most likely going to lose all your boarderpost and put yourself into a spot that is almost impossible to get out of the longer the game the bigger the creatures and goyf is not something you want to use your boarderpost against in a long game. in the board I will suggest 4x leyline of sanctity it really helps the red match and in games 2-3 against zoo stops their burn from doing you in. It also stops junk from ripping all your combo cards out of your hand. Some other cards to consider defense grid and paladin en vec. I have found these cards quite good I am not sure how good defense grid is other than trying to win a counter battle that normally seams pretty solid anyways.
you have enough cards unlike living end that these cards are no threat. you can bounce them with riftwing kill the cannonist with a firespout and wreak chalice with bant charms. they have 4 you have at least 6 spells after board which means your more likely to hit yours then they are to hit theirs. just worth mentioning. I have won countless games against both. I even won a game with a chalice at 0 and 3 by playing a march. it's not nerly as good against this deck as a deck like living end.
Went 9-3 in playtesting group tonight. played against G12post, teachings, Heartbeat combo, Mono red, Junk. We played mono red as if we had boarded so yes it's a little unfair. But I did go 3-0. So my game is getting much better. any other idea on the deck would be great but so far it's working quite well.
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1 Hallowed Fountain
1 Island
4 Misty Rainforest
4 Scalding Tarn
1 Snow-Covered Island
1 Snow-Covered Mountain
13 lands
4 Greater Gargadon
4 Riftwing Cloudskate
4 Vendilion Clique
12 creatures
4 Ardent Plea
3 Bant Charm
3 Blood Moon
4 Fieldmist Borderpost
3 Firewild Borderpost
2 Jace, the Mind Sculptor
3 Restore Balance
4 Thirst for Knowledge
4 Violent Outburst
4 Wildfield Borderpost
2 Boom // Bust
1 Circle of Protection: Red
3 Damping Matrix
2 Firespout
2 Gemstone Caverns
2 Ingot Chewer
1 Kor Firewalker
2 Volcanic Fallout
The deck list below is the version I took to 13th place at a ptq in LA with well over 150 people.
1x ajani vengeant
4x greater gargadon
4x vendilion clique
4x riftwing cloudskate
3x bant charm - this card was amazing
3x blood moon
3x thirst for knowledge
4x violent outburst
4x ardent plea
3x restore balance
4x Fieldmist Borderpost
3x Firewild Borderpost
4x scalding tarn
4x misty rainforest
1x steam vents
1x hallowed fountain
2x island
1x forest
1x mountain
1x bant charm
2x crime/punishment
1x circle of protection: red
2x wheel of sun and moon
3x volcanic fallout
3x firespout
Have you tried it any modern events yet?
I see that in your build you have access to black mana.
Yet you play Crime/Punishment is there something I missed?
no your are quite right sir.
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Otherwise, great list. I played this a lot back in Old Extended, it's a solid deck.
I had been playing something similar to:
4 Reflecting Pool
4 Gemstone Mine
4 Forbidden Orchard
4 Vivid Crag
1 Exotic Orchard
4 Simian Spirit Guide
2 Shivan Sand-Mage
4 Greater Gargadon
3 Durkwood Baloth
4 Riftwing Cloudskate
// Spells
4 Ardent Plea
4 Violent Outburst
4 Restore Balance
3 Demonic Dread
3 Rift Bolt
1 Ajani Vengeant
2 Primal Command
It was much more focused on actually getting the combo than yours seems to be. This had a pretty quick clock.
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About Frox: for nearly 10 years, Frox has been helping women look good and feel great in easy-fit, mix-and-match, and work-to-weekend with just a few pieces by helping them make the right choices when it comes to clothing and accessories.
(Click to enter the Frox Experience)
About Frox: for nearly 10 years, Frox has been helping women look good and feel great in easy-fit, mix-and-match, and work-to-weekend with just a few pieces by helping them make the right choices when it comes to clothing and accessories.
How fast does it play? What are some of the weaknesses?
Biggest weakness so far is persist decks that have creatures returning to play. Decks countaining counters are also hard match ups but not unwinnable.
Depends on the version. Restore Balance decks usually either go heavy on using Borderposts (ex. Wildfire Borderpost) to set up a crippling Balance for the opponent or rely more on Greater Gargadon to set up the Balance, and thus run less Borderposts and basic lands, and have a list more like Froxy posted.
I'm more partial to a borderpost-heavy version, because it more consistently achieves a "perfect" balance (Wrath+Geddon), but it is fundamentally a turn slower, going off on turn 4 (though it can go on turn 3, you will leave your opponent with a land) rather than turn 3. Borderpost versions achieve this consistency by not relying on the Gargadon to make for a lopsided Balance, instead opting for playing a cascade spell with nothing but a handful of borderposts on the board.
Either version of the deck is a dog to disruption, especially targeted discard. Countermagic will also hurt this deck a lot too, though I doubt you'll need to worry too much about this, with the Modern meta seemingly absent of dedicated Blue Control or Aggro/Control. It might be a factor against some U/R combo decks though. The Borderpost version can also be hurt bad by artifact hate, so much that Shatter essentially becomes something halfway between Stone Rain and Time Walk. Another weakness of this deck is that when it combos off, it doesn't win right there like Hive/Pact or Dragonstorm. And while a Gargadon alone on a board may be fearsome, plenty of 1 mana removal spells exist in the format.
All in all, the deck is fun (I loved playing this back in old Extended), and it may do well in the right circumstances, but I don't think it has what it takes to be a strong contender. Now if this were Overextended and we had acess to lands like Sulfur Vent and Archaeological Dig for speed and consistency...
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Ethersworn Cannonist
Chalice of the void
Worth mentioning
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you have enough cards unlike living end that these cards are no threat. you can bounce them with riftwing kill the cannonist with a firespout and wreak chalice with bant charms. they have 4 you have at least 6 spells after board which means your more likely to hit yours then they are to hit theirs. just worth mentioning. I have won countless games against both. I even won a game with a chalice at 0 and 3 by playing a march. it's not nerly as good against this deck as a deck like living end.