kombatkiwi
01-16-2013, 12:15 PM
4 Glittering Wish
3 Supreme Verdict
3 Farseek
4 Abundant Growth
4 Hatching Plans
2 Detention Sphere
1 Ray of Revelation
4 Perilous Research
4 Cryptic Command
3 Negate
4 Path to Exile
4 Flagstones of Trokair
2 Temple Garden
3 Hallowed Fountain
3 Celestial Colonnade
1 Stirring Wildwood
3 Plains
1 Emeria, the Sky Ruin
4 Razorverge Thicket
1 Seachrome Coast
1 Godless Shrine
1 Sacred Foundry
SB: 1 Sigarda, Host of Herons
SB: 1 Sphinx's Revelation
SB: 1 Slaughter Games
SB: 1 Identity Crisis
SB: 1 Rakdos Charm
SB: 1 Heroes' Reunion
SB: 1 Firespout
SB: 1 Fracturing Gust
SB: 1 Counterflux
SB: 1 Vraska the Unseen
SB: 1 Maelstrom Pulse
SB: 1 Supreme Verdict
SB: 1 Teferi's Moat
SB: 1 Izzet Staticaster
Another day, another brew.
It's a control deck with the utility of a Glittering Wish SB. It fills a similar niche in the meta to Gifts decks but because you have the wish you are able to easily find a card for a specific matchup without having to worry about your opponent splitting it into the graveyard or diluting your maindeck with too many weird answers.
5 Colours is easily manageable with the mana fixing of Abundant Growth, duals and Flagstones. I didn't play fetchlands because I want to minimize the power of the opponent's Deathrite Shamen but this might not be correct (along with like half the rest of the manabase).
Abundant Growth lets you play around Blood Moon a little bit too which is a plus.
Perilous Research is at least a straight up +2 at instant speed by sacrificing an Abundant Growth or a Flagstones. Scooping 5 cards into your hand EOT with a Hatching Plans is the nut high.
In a pinch it's also possible to D-Sphere multiple abundant growths (or even just one) and then Perilous Research the D-Sphere for card advantage. The 1-of Ray of Revelation enables these plays while also being effective against the Bogle deck.
The Glittering Wish package means that you don't have to play expensive threats MB which makes your draws smoother, as a wish can be removal or a threat or a counterspell etc (You still have manlands and Wish can never be extracted because it gets exiled when it resolves). Some cards like Slaughter Games and Teferi's Moat are instantly game over against a variety of decks, cards like Rakdos Charm do many things so can be wished for in a pinch. Sigarda is an immense threat and if it gets wrathed you are eventually able to bring it back with Emeria (possibly too cute of an interaction to be worth using the Emeria, unless I can think of other things to do with it). It's important to recognise when to wish on turn 2 (or otherwise as early as possible) for something that trumps their deck and when to hold onto the wish in order to react to a play they might make later. Despite this, it's still essentially a 2-mana do nothing, so I play Farseek which fixes and ramps mana making it easier to wish for key spells and lock up the game before the opponent wins.
I have some issues that came up in testing
-It obviously gets crushed by Tron, as such decks are wont to do, because you have no clock whatsoever and Eye of Ugin gives them a repeatable uncounterable 15/15. (Karn and Wurmcoil are difficult but reasonable as they can be dealt with by D Sphere and Path respectively). I'm considering adding either a Realm Razer or Numot to the sideboard, or perhaps both. This sounds silly, but I guess it just depends on how many Oblivion Stones they will leave in, as one hit from a Numot against Tron should probably be enough to defeat them. Another option is to play maindeck Ghost Quarter(s) which has the option of cycling through Flagstones but this seems to be stretching the manabase WAY too far.
-Against a lot of decks it will seem to die almost exactly one turn before it is able to lock up the game completely, in a move towards fixing this I think I want to add the 4th farseek and cut a Cryptic Command. Cryptic Command is too often just a cantripping fog which is not something you want to have in multiples, and I believe that adding more removal or narrow counterspells like Negate or Remove Soul or whatever would be incorrect as the modern field is very broad, so whatever maindeck answer you add could be dead in any given matchup. It might be correct to cut all of the Cryptics because so often the benefit of playing Cryptic are the "Do X, Draw a card" options, and this deck is easily able to draw enough cards via other avenues, so it might just want some cheaper form of interaction to disrupt the opponent earlygame.
-To reiterate, you often have like 4 or even more cards in hand when you Perilous Plans and because you aren't a combo deck you will usually end up passing the turn and discarding some number of cards. To fix this it would be good to have some cheap interaction which is good against a wide variety of decks. The obvious answer is discard, which is fine but possibly too hard on the mana, or maybe something out of the box like Mana Tithe? I'm not sure.
-Some of these wish targets will be unnecessary, to the point where my sideboard isn't a 15-card rainbow of 1-ofs and I can actually bring some cards in for games two and three, but if you can think of any multicolored card which trumps another modern deck or can be wished for in a realistic situation then please let me know.
But overall I think this deck looks promising and it could be a contender with some tuning.
3 Supreme Verdict
3 Farseek
4 Abundant Growth
4 Hatching Plans
2 Detention Sphere
1 Ray of Revelation
4 Perilous Research
4 Cryptic Command
3 Negate
4 Path to Exile
4 Flagstones of Trokair
2 Temple Garden
3 Hallowed Fountain
3 Celestial Colonnade
1 Stirring Wildwood
3 Plains
1 Emeria, the Sky Ruin
4 Razorverge Thicket
1 Seachrome Coast
1 Godless Shrine
1 Sacred Foundry
SB: 1 Sigarda, Host of Herons
SB: 1 Sphinx's Revelation
SB: 1 Slaughter Games
SB: 1 Identity Crisis
SB: 1 Rakdos Charm
SB: 1 Heroes' Reunion
SB: 1 Firespout
SB: 1 Fracturing Gust
SB: 1 Counterflux
SB: 1 Vraska the Unseen
SB: 1 Maelstrom Pulse
SB: 1 Supreme Verdict
SB: 1 Teferi's Moat
SB: 1 Izzet Staticaster
Another day, another brew.
It's a control deck with the utility of a Glittering Wish SB. It fills a similar niche in the meta to Gifts decks but because you have the wish you are able to easily find a card for a specific matchup without having to worry about your opponent splitting it into the graveyard or diluting your maindeck with too many weird answers.
5 Colours is easily manageable with the mana fixing of Abundant Growth, duals and Flagstones. I didn't play fetchlands because I want to minimize the power of the opponent's Deathrite Shamen but this might not be correct (along with like half the rest of the manabase).
Abundant Growth lets you play around Blood Moon a little bit too which is a plus.
Perilous Research is at least a straight up +2 at instant speed by sacrificing an Abundant Growth or a Flagstones. Scooping 5 cards into your hand EOT with a Hatching Plans is the nut high.
In a pinch it's also possible to D-Sphere multiple abundant growths (or even just one) and then Perilous Research the D-Sphere for card advantage. The 1-of Ray of Revelation enables these plays while also being effective against the Bogle deck.
The Glittering Wish package means that you don't have to play expensive threats MB which makes your draws smoother, as a wish can be removal or a threat or a counterspell etc (You still have manlands and Wish can never be extracted because it gets exiled when it resolves). Some cards like Slaughter Games and Teferi's Moat are instantly game over against a variety of decks, cards like Rakdos Charm do many things so can be wished for in a pinch. Sigarda is an immense threat and if it gets wrathed you are eventually able to bring it back with Emeria (possibly too cute of an interaction to be worth using the Emeria, unless I can think of other things to do with it). It's important to recognise when to wish on turn 2 (or otherwise as early as possible) for something that trumps their deck and when to hold onto the wish in order to react to a play they might make later. Despite this, it's still essentially a 2-mana do nothing, so I play Farseek which fixes and ramps mana making it easier to wish for key spells and lock up the game before the opponent wins.
I have some issues that came up in testing
-It obviously gets crushed by Tron, as such decks are wont to do, because you have no clock whatsoever and Eye of Ugin gives them a repeatable uncounterable 15/15. (Karn and Wurmcoil are difficult but reasonable as they can be dealt with by D Sphere and Path respectively). I'm considering adding either a Realm Razer or Numot to the sideboard, or perhaps both. This sounds silly, but I guess it just depends on how many Oblivion Stones they will leave in, as one hit from a Numot against Tron should probably be enough to defeat them. Another option is to play maindeck Ghost Quarter(s) which has the option of cycling through Flagstones but this seems to be stretching the manabase WAY too far.
-Against a lot of decks it will seem to die almost exactly one turn before it is able to lock up the game completely, in a move towards fixing this I think I want to add the 4th farseek and cut a Cryptic Command. Cryptic Command is too often just a cantripping fog which is not something you want to have in multiples, and I believe that adding more removal or narrow counterspells like Negate or Remove Soul or whatever would be incorrect as the modern field is very broad, so whatever maindeck answer you add could be dead in any given matchup. It might be correct to cut all of the Cryptics because so often the benefit of playing Cryptic are the "Do X, Draw a card" options, and this deck is easily able to draw enough cards via other avenues, so it might just want some cheaper form of interaction to disrupt the opponent earlygame.
-To reiterate, you often have like 4 or even more cards in hand when you Perilous Plans and because you aren't a combo deck you will usually end up passing the turn and discarding some number of cards. To fix this it would be good to have some cheap interaction which is good against a wide variety of decks. The obvious answer is discard, which is fine but possibly too hard on the mana, or maybe something out of the box like Mana Tithe? I'm not sure.
-Some of these wish targets will be unnecessary, to the point where my sideboard isn't a 15-card rainbow of 1-ofs and I can actually bring some cards in for games two and three, but if you can think of any multicolored card which trumps another modern deck or can be wished for in a realistic situation then please let me know.
But overall I think this deck looks promising and it could be a contender with some tuning.