Birthing Pod might be too slow, but it's surely a card that fits well to the deck. I play only 2 warp world against 3 Genesis Wave, because Wave can be played or and still be quite effective (still hits more than 2/3 of the deck and find elements that help reaching the 8 manas). I also removed white which was useful only for SB (Wall of Omen could be easily replaced with Carven Caryatid). I finally selected only 2 of them: Murderous Redcap and Kozilek's Predator. As every deck, I had hard time finding interesting 4-CC to ramp into game breaker creatures. Then I tested a bit Birthing Pod, which is very interesting with 187 effects. Also, it would have been my only enchantment/artifact. ![]() Awakening Zone was however judge too slow (turn 3 in my birds-less build) and 2 or 3 turns for starting being effective. Genesis Wave was great also in my testings, almost as good as Warp World when played for 5 or 6. First I wanted to play Borgadan Hellkite, but once I removed it, I should have also removed the spellbreaker. Rukcus, you're absolutely right, Spellbreaker was really subpar. If it works MD without any problem, then we might find a solution to the awful combo MU with the SB. But it’s generally difficult to have a universal answer to every combo deck, so that we probably need to way for the moment to understand which option is the best.Īccording to me, the testing of aggro is going to be the real test for the viability of the deck. Magus of the moon, Blood Moon and other hate might be useful. Once we play a kill they should have much difficulty to finish us with something else then blasts.Ĭombo (including 12-post) must be impossible MD. They’ll probably blast the birds and the Cobra to slow us down, but still we play a lot of walls to contain their aggressiveness. You just have too many threats.Īggro has to be tested. Rampaging Baloths, Siege-Gang Commander and Ob Nixilis are creatures that are impressive enough to get the job done by their own.įor the moment, I’ve only goldfished the list a few times to control, I could get the things done without any problem.Ĭontrol should be easy. We do not need to resolve Warp World to win the game. Also it would enable to play efficiently Perimeter Captain in SB (and Firespout). To build this first version, I took inspiration from a standard Zendikar list that I found on the web (I did not play anymore standard at this time).īirds is the only turn 1 to be played and I have to say that it is tempting to blank it and play Overgrown Battlement instead, and Carven Caryatid instead of Elvish Visionary. ![]() We should not need to resolve Warp World to win, but if we do, then we should win. When the rules changed, I changed game plan with the exact same deck: I would give my opponent bear caps for the orchard or the Hunted Troll tokens and then demand him to shuffle them into his library as required by the oracle text.Īnyway, this is obviously too slow for Modern. ![]() The rules were different at this time and you owned the tokens that were created by your effects, this is now the controller of the token at its creation that owns the token now. At this time, I played it in a enchantment-heavy Control Magic build, with Annex, Dream Leash, Confiscate, along with Faith's Fetters, Galvanic Arc, Fists of Ironwood and Forbidden Orchard. Warp World is one of my favorite card in magic since Ravnica has been spoiled.
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