I proxied a near-copy of Gavin Verhey's list and tried it against Jund pre-board. It's like Nivmagus Aggro-Combo: Jund ripped it up. If a combo piece wasn't targeted discarded (and I couldn't dig fast enough for more pieces), Blistercoil Weird got removed in response to equipping. The deck also still fizzled a wee bit too often for my taste when goldfishing.
Yeah... this deck isn't going to rip up Modern any time soon. Way, way too fragile. He's not even running Remand or Dispel... If this is the level of combo they want in Modern, I'd expect a lot of bans incoming.
It's all right, but a Path to Exile after draining your deck would sure be sad. There are actually easy answers to this in every color that can be played on turn one or two. Even a colorless answer in Defense Grid
Defense Grid would help this deck, not hurt it. The combo is draw through your deck, grapeshot them (or swing if the board is empty). DGrid would just keep them from being able to kill your engine, lol.
Defense Grid would help this deck, not hurt it. The combo is draw through your deck, grapeshot them (or swing if the board is empty). DGrid would just keep them from being able to kill your engine, lol.
Maybe instead of shooting this deck down, some of you could actually make suggestions on how to make this thing work....
Aye we probably should... but OP asked for opinions not help. My opinion is that it's a pretty decent deck that should win a lot of game ones... but easy to thrash with the sideboard. Hexproof card from the article should help a bit. Artful Dodge is nice (for a double play) but wont fuel draws. That's all the help that comes to mind.
Maybe instead of shooting this deck down, some of you could actually make suggestions on how to make this thing work....
I feel like this can be said in a lot of SCD threads. We're way too quick with shooting something down when we could be challenging ourselves to think beyond our initial biases. What do we really have to lose, anyway? Even if you think a card is totally unplayable jank, does it really hurt you to entertain the idea that you could be wrong?
Always challenge your own assumptions. You'll often end up affirming what you already knew, but sometimes you'll discover something you wouldn't have otherwise.
The list that was posted was very rough. The deck obviously needs to protect it's creature if it plans on staying alive. I would think that some combination of Simian Spirit Guide, Mutagenic Growth, Apostle's Blessing, and maybe some lifegain cantrip (are there any?) to counteract all that life spend could make this deck viable.
All those cards mentioned make the weird win faster as well as become unblockable. The only thing that would really stop this deck is a resolved liliana or a devour flesh effect, though devour flesh you could probably combat with beacon apparition or something like that.
I just ordered the whole thing (its like a 20 dolllar deck) and I'm going to test the hell out of it.
Shock, fetchlands to thin the deck. I don't need twenty life.
Izzet charm is great, it protects the combo turn 2-4, it can also be used as a looter if you draw more than one. Two pacts to protect the grapeshot, in case one is discarded or milled.
Still working on the board. I'd like to get some more protection vs heavy discard/burn/counter turn 1-2. Thoughts?
Edit: I think 4 apostles blessing is going in for the inquisitions.
Would it benefit from Izzet Charm or Apostle's Blessing main? Blessing could help in being proactive by making Weird unblockable as well as being another "free" spell, and Izzet Charm can counter Lili, kill Spellskite to clear the way for Grapeshot, counter removal, or just loot.
The deck functions like Vintage dredge, so I think you HAVE to play Serum Powder. You can pitch them to faithless looting though, so I dont see why you would not play them. You mull till you have a weird and mana souce, then combo out turn 2.
I'm thinking that the Visions of Beyond, Thoughtscour thing may be too cute, as you could accidentally pitch both your grapeshots and be out of luck. Scour is a cycler/stormcounter but it does not give you better card selection and it could mill your win and draw you into lands.
I also think playing this without Simian Spirit guide is, well, Stupid. Free SURPRISE mana is very good, specially when you can recover from them molten raining your land turn one, or surprise protect your Weird turn one. I went to 9 lands, but 4 guides.
Here is the list I am going to test. I think having 6 cards that can turn one save your creature from bolt is very important, I might even go more than that. I also think Ideas unbound is super important as its a consistent source of CA that you can use your generated mana with. Since this deck is more focused on attacking with Weird with Protection from Blessing, I went to one grapeshot.
Crimson Wisps could give you a first turn kill with Guides Evermind adds to storm count
Whisps is tough. You need 3 mana to go off first turn, 1 for blistercoil, one for Mantle, 1 for equip costs. Realistically your opening hand would need to be:
It seems to me that its not the most reliable way to build this. You could use other Red rituals, but they are also not great in this build since they dont cantrip and producing mana is not that important in the long run.
maybe -1 Steam Vent +1 Misty Rainforest
hitting a land trying to go off could be a problem
ghost quarter would be a a beating =/
Not so sure it would be. If they ghost quarter you and nothing else then all you need to do is top deck mana to equip, which is not really worse than your creature dying.
The deck could probably run a singleton basic if that was ever a concern.
If I were to compare this deck to anything it is Belcher, you either win really quickly or lose really quickly and the deck is very vulnerable to discard (Leyline to help that maybe?)
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Modern:
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
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Crimson Wisps could give you a first turn kill with Guides
What about Scout's Warning and replacing some steam vents with hallowed fountain? Its still a cantrip, and allows you to flash in Weird EOT. The benefit of this is that Scouts Warning doesnt have to target a creature to draw a card.
as the dailymtg article says (link here), this guy can set up turn 2 kills with paradise mantle.
blistercoil weird, paradise mantle and then any cantrip.... draw, untap, draw, untap, draw, untap..... and then either swing for lethal or grapeshot them to death.
i'm not one for combos, but the blistercoil looks like it could actually break into the scene.
opinions?
The other version at the bottom part of the article looks better though.
I have to say the single most important or at least most versatile of the cantrips is Cerulean Wisps, that's your mana maker right there.
GModern Belcher
GGreen Deck Wins
3I'm the King
RBlazeTron
YIPPEE KI-YAY
Modern:
Tokens
Ah this is true... I was mixing Defense Grid with Trinisphere.
Aye we probably should... but OP asked for opinions not help. My opinion is that it's a pretty decent deck that should win a lot of game ones... but easy to thrash with the sideboard. Hexproof card from the article should help a bit. Artful Dodge is nice (for a double play) but wont fuel draws. That's all the help that comes to mind.
GModern Belcher
GGreen Deck Wins
3I'm the King
RBlazeTron
also protects against removal
Apostle's Blessing
I feel like this can be said in a lot of SCD threads. We're way too quick with shooting something down when we could be challenging ourselves to think beyond our initial biases. What do we really have to lose, anyway? Even if you think a card is totally unplayable jank, does it really hurt you to entertain the idea that you could be wrong?
Always challenge your own assumptions. You'll often end up affirming what you already knew, but sometimes you'll discover something you wouldn't have otherwise.
All those cards mentioned make the weird win faster as well as become unblockable. The only thing that would really stop this deck is a resolved liliana or a devour flesh effect, though devour flesh you could probably combat with beacon apparition or something like that.
I just ordered the whole thing (its like a 20 dolllar deck) and I'm going to test the hell out of it.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
4 SCALDING TARN
4 STEAM VENTS
2 MISTY RAINFOREST
CREATURES - 4
4 BLISTERCOIL WEIRD
SPELLS - 46
4 PARADISE MANTLE
4 SERUM VISIONS
4 VISIONS OF BEYOND
4 THOUGHT SCOUR
4 SLEIGHT OF HAND
4 CERULEAN WISPS
4 MANAMORPHOSE
4 GITAXIAN PROBE
3 IDEAS UNBOUND
4 FAITHLESS LOOTING
3 IZZET CHARM
2 PACT OF NEGATION
2 GRAPESHOT
4 INQUISITION OF KOZILEK
4 CRIMSON WISPS
4 REMAND
2 PACT OF NEGATION
1 IZZET CHARM
Shock, fetchlands to thin the deck. I don't need twenty life.
Izzet charm is great, it protects the combo turn 2-4, it can also be used as a looter if you draw more than one. Two pacts to protect the grapeshot, in case one is discarded or milled.
Still working on the board. I'd like to get some more protection vs heavy discard/burn/counter turn 1-2. Thoughts?
Edit: I think 4 apostles blessing is going in for the inquisitions.
The win condition is Grapeshot, not swinging for 20. Besides, if they had removal, they'd use it well, well before it gets to 20/20.
I'm thinking that the Visions of Beyond, Thoughtscour thing may be too cute, as you could accidentally pitch both your grapeshots and be out of luck. Scour is a cycler/stormcounter but it does not give you better card selection and it could mill your win and draw you into lands.
I also think playing this without Simian Spirit guide is, well, Stupid. Free SURPRISE mana is very good, specially when you can recover from them molten raining your land turn one, or surprise protect your Weird turn one. I went to 9 lands, but 4 guides.
Here is the list I am going to test. I think having 6 cards that can turn one save your creature from bolt is very important, I might even go more than that. I also think Ideas unbound is super important as its a consistent source of CA that you can use your generated mana with. Since this deck is more focused on attacking with Weird with Protection from Blessing, I went to one grapeshot.
4 Paradise Mantle
1 Grapeshot
4 Steam Vents
4 Scalding Tarn
1 Misty Rainforest
4 Serum Powder
4 Slight of Hand
4 Serum Visions
4 Apostle's Blessing
4 Faithless Looting
4 Ideas Unbound
2 Mutagenic Growth
4 Manamorphose
4 Gitixian Probe
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Whisps is tough. You need 3 mana to go off first turn, 1 for blistercoil, one for Mantle, 1 for equip costs. Realistically your opening hand would need to be:
1 Land
1 Blistercoil
1 Paradise Mantle
2 Simian Spirit guides
1 Whisps
It seems to me that its not the most reliable way to build this. You could use other Red rituals, but they are also not great in this build since they dont cantrip and producing mana is not that important in the long run.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
4 Paradise Mantle
1 Grapeshot
4 Steam Vents
4 Scalding Tarn
1 Misty Rainforest
4 Serum Powder
4 Slight of Hand
4 Serum Visions
4 Apostle's Blessing
4 Faithless Looting
4 Ideas Unbound
2 Mutagenic Growth
4 Manamorphose
4 Gitixian Probe
maybe -1 Steam Vent +1 Misty Rainforest
hitting a land trying to go off could be a problem
ghost quarter would be a a beating =/
Not so sure it would be. If they ghost quarter you and nothing else then all you need to do is top deck mana to equip, which is not really worse than your creature dying.
The deck could probably run a singleton basic if that was ever a concern.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Paper: WUR Waffle Control, RG and U Tron
MTGO: U Tron, BRG Living End, B Infect
Testing Modern on MTGO and helping to craft decks on a Budget
I stream!
Hermit Druid Combo:
What about Scout's Warning and replacing some steam vents with hallowed fountain? Its still a cantrip, and allows you to flash in Weird EOT. The benefit of this is that Scouts Warning doesnt have to target a creature to draw a card.