ī±Deep Sea Millingš 75 cards, 15 sideboard 3 {Ghost Quarter} 2 {Nephalia Drownyard} 1 {Verdant Catacombs} 3 {Scalding Tarn} 2 {Misty Rainforest} 1 {Steam Vents} 4 {Watery Grave} 2 {Sunken Ruins} 1 {Drowned Catacomb} 3 {Island} 2 {Swamp} 24 lands 4 {Hedron Crab} 4 {Jace's Phantasm} 4 {Snapcaster Mage} 12 creatures 3 {Visions of Beyond} 3 {Remand} 3 {Cryptic Command} 4 {Archive Trap} 1 {Breaking // Entering} 4 {Glimpse the Unthinkable} 3 {Mind Funeral} 3 {Damnation} 24 other spells Sideboard 3 {Leyline of the Void} 3 {Surgical Extraction} 3 {Trickbind} 2 {Echoing Truth} 1 {Mindbreak Trap} 2 {Thoughtseize} 1 {Black Sun's Zenith} 15 sideboard cards Notes: Illusory Crab Wizards. You know the drill. Flip your deck over. |
Quote from: G33kL0rd on November 10, 2012, 04:10:21 PMDrowner is nuts against control
I would swap out your {Drowner Initiate}s for some {Undead Alchemist}s and some walls. ({Wall of Frost}, maybe) Overall pretty good. I just don't see the Drowner working.
Quote from: InfinitiveDivinity on November 10, 2012, 05:25:20 PMThen sideboard it.Quote from: G33kL0rd on November 10, 2012, 04:10:21 PMDrowner is nuts against control
I would swap out your {Drowner Initiate}s for some {Undead Alchemist}s and some walls. ({Wall of Frost}, maybe) Overall pretty good. I just don't see the Drowner working.
Quote from: Wizardmook on November 13, 2012, 06:48:21 PM
I'm bit of a newbie but doesn't l {Leyline of the Void} works against your {Jace's Phantasm}?
Quote from: CajunJynx on November 16, 2012, 07:41:52 PMIt's really fun, and relatively cheap.
Thinking about building this for my modern deck.
Quote from: Xaol on January 19, 2013, 06:02:37 PMHe's pretty much just a turn 8 mill 5 spell. You play him turn 7 then mill for 5 next turn, that's saying you don't miss a land drop. I prefer Nemesis over him, he doesn't even have to connect to mill.
{Szadek, Lord of Secrets}? Might be a bit highly costed, but he should at least be considered.
Quote from: InfinitiveDivinity on January 19, 2013, 06:22:21 PMFair enough. Just throwing it out there.Quote from: Xaol on January 19, 2013, 06:02:37 PMHe's pretty much just a turn 8 mill 5 spell. You play him turn 7 then mill for 5 next turn, that's saying you don't miss a land drop. I prefer Nemesis over him, he doesn't even have to connect to mill.
{Szadek, Lord of Secrets}? Might be a bit highly costed, but he should at least be considered.
Quote from: Xaol on January 19, 2013, 08:00:53 PMSorry, didn't mean for that to come out so snobby, I appreciate the input!Quote from: InfinitiveDivinity on January 19, 2013, 06:22:21 PMFair enough. Just throwing it out there.Quote from: Xaol on January 19, 2013, 06:02:37 PMHe's pretty much just a turn 8 mill 5 spell. You play him turn 7 then mill for 5 next turn, that's saying you don't miss a land drop. I prefer Nemesis over him, he doesn't even have to connect to mill.
{Szadek, Lord of Secrets}? Might be a bit highly costed, but he should at least be considered.
Quote from: FlickerYourOwnIdentity on February 10, 2013, 01:16:05 AMI played a Modern Tourney yesterday and actually dropped Circu for Jace, it played so good! I actually beat Tron and won the Mirror Match!
Where is {Jace, The Memory Adept}???
Quote from: FlickerYourOwnIdentity on April 22, 2013, 04:19:20 PMIt sucks.
What about the new dimir champion???
Quote from: FlickerYourOwnIdentity on April 22, 2013, 04:19:20 PM
What about the new dimir champion???
Quote from: IntoFire on April 23, 2013, 04:09:38 AMThere's a full playset of Glimpses... And {Mind Grind} is just a bad {Mind Funeral}.
Where's the {Glimpse the Unthinkables}?At least a {Mind Grind}.
Quote from: InfinitiveDivinity on April 24, 2013, 02:12:11 AMQuote from: IntoFire on April 23, 2013, 04:09:38 AMThere's a full playset of Glimpses... And {Mind Grind} is just a bad {Mind Funeral}.
Where's the {Glimpse the Unthinkables}?At least a {Mind Grind}.
Quote from: IntoFire on April 24, 2013, 08:28:29 AMIt's all good man! Sorry if that seemed rude, I just get the {Mind Grind} question a lot.Quote from: InfinitiveDivinity on April 24, 2013, 02:12:11 AMQuote from: IntoFire on April 23, 2013, 04:09:38 AMThere's a full playset of Glimpses... And {Mind Grind} is just a bad {Mind Funeral}.
Where's the {Glimpse the Unthinkables}?At least a {Mind Grind}.
Oh right,didn't notic that.Sorry.
Quote from: FlickerYourOwnIdentity on April 24, 2013, 04:57:56 PMI hardly ever see him to be honest
{Mind Grind} dies it's best with ramp, and this isn't ramp.
How has Jace been working for you lately??
Quote from: abstractApathist on April 24, 2013, 05:13:18 PMWhat would you suggest? {Darkslick Shores}? I had to cut the number of {Sunken Ruins} down because of the {Ghost Quarters} causing lack of color and the {Black Sun's Zenith}'s need for double {B}.
{Archive Trap} works well with {Ghost Quarter}. Personally, I'd swap out some of the {Drowned Catacomb} for other lands since you're only running 8 Swamps/Islands...
Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: DeathlyFoiend on April 24, 2013, 09:32:47 PMWhy? They are less expensive than shocklands and don't enter tapped.Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: abstractApathist on April 24, 2013, 10:43:36 PMIf you're talking about a budget, yes they are cheap, but in the game they are not. I would rather spend two life on something only for that time. If you are going to be using a painland, you are going to use the color ability more than twice in the game. If you're not, then you either have better lands and shouldn't be playing it all anyways or you're running artifacts but why would you run a painland over something like a basic land? Because it gives you two colors? There are better options in general. The 2 life is better at one time, then wasting it over time moreso than anything. If you constantly give away 1 life for a color, aggro decks have a better advantage against you while a shockland only deals two and nothing more.Quote from: DeathlyFoiend on April 24, 2013, 09:32:47 PMWhy? They are less expensive than shocklands and don't enter tapped.Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: Byerley121 on April 25, 2013, 12:24:29 AMUsually better to consider that If you think of Zendikar Fetchlands like {Marsh Flats}
Another thing to consider is that shock lands such as {Hallowed Fountain} act as both a plains and an island card which trigger 2010-2013 lands and {Farseek} where {Underground River} does neither.
Quote from: IntoFire on April 25, 2013, 03:10:36 AMThe idea is pretty sweet for sure, but in all honesty it's a little too slow.
{Liliana of the Dark Realms} and {Mind Grind}
would be lovely.
Quote from: DeathlyFoiend on April 24, 2013, 11:43:57 PMWhile I wholeheartedly agree that shocklands are better, I was never suggesting using painlands in their place. I was saying I'd prefer painlands to M12 dual-lands in a deck like this with so few islands/swamps.Quote from: abstractApathist on April 24, 2013, 10:43:36 PMIf you're talking about a budget, yes they are cheap, but in the game they are not. I would rather spend two life on something only for that time. If you are going to be using a painland, you are going to use the color ability more than twice in the game. If you're not, then you either have better lands and shouldn't be playing it all anyways or you're running artifacts but why would you run a painland over something like a basic land? Because it gives you two colors? There are better options in general. The 2 life is better at one time, then wasting it over time moreso than anything. If you constantly give away 1 life for a color, aggro decks have a better advantage against you while a shockland only deals two and nothing more.Quote from: DeathlyFoiend on April 24, 2013, 09:32:47 PMWhy? They are less expensive than shocklands and don't enter tapped.Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: abstractApathist on April 25, 2013, 08:40:02 PMM10s are still better than Painlands.Quote from: DeathlyFoiend on April 24, 2013, 11:43:57 PMWhile I wholeheartedly agree that shocklands are better, I was never suggesting using painlands in their place. I was saying I'd prefer painlands to M12 dual-lands in a deck like this with so few islands/swamps.Quote from: abstractApathist on April 24, 2013, 10:43:36 PMIf you're talking about a budget, yes they are cheap, but in the game they are not. I would rather spend two life on something only for that time. If you are going to be using a painland, you are going to use the color ability more than twice in the game. If you're not, then you either have better lands and shouldn't be playing it all anyways or you're running artifacts but why would you run a painland over something like a basic land? Because it gives you two colors? There are better options in general. The 2 life is better at one time, then wasting it over time moreso than anything. If you constantly give away 1 life for a color, aggro decks have a better advantage against you while a shockland only deals two and nothing more.Quote from: DeathlyFoiend on April 24, 2013, 09:32:47 PMWhy? They are less expensive than shocklands and don't enter tapped.Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: DeathlyFoiend on April 26, 2013, 12:35:09 AMIn a deck like this with so few islands/swamps, I think that painlands work better. In the end, it's a matter of opinion...Quote from: abstractApathist on April 25, 2013, 08:40:02 PMM10s are still better than Painlands.Quote from: DeathlyFoiend on April 24, 2013, 11:43:57 PMWhile I wholeheartedly agree that shocklands are better, I was never suggesting using painlands in their place. I was saying I'd prefer painlands to M12 dual-lands in a deck like this with so few islands/swamps.Quote from: abstractApathist on April 24, 2013, 10:43:36 PMIf you're talking about a budget, yes they are cheap, but in the game they are not. I would rather spend two life on something only for that time. If you are going to be using a painland, you are going to use the color ability more than twice in the game. If you're not, then you either have better lands and shouldn't be playing it all anyways or you're running artifacts but why would you run a painland over something like a basic land? Because it gives you two colors? There are better options in general. The 2 life is better at one time, then wasting it over time moreso than anything. If you constantly give away 1 life for a color, aggro decks have a better advantage against you while a shockland only deals two and nothing more.Quote from: DeathlyFoiend on April 24, 2013, 09:32:47 PMWhy? They are less expensive than shocklands and don't enter tapped.Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: abstractApathist on April 26, 2013, 05:06:39 PMNot at all. Painlands have more of a susceptible build to burn, hits, attack, hate. M10 hold you back a turn but have a stronger outcome and don't open you up as much.Quote from: DeathlyFoiend on April 26, 2013, 12:35:09 AMIn a deck like this with so few islands/swamps, I think that painlands work better. In the end, it's a matter of opinion...Quote from: abstractApathist on April 25, 2013, 08:40:02 PMM10s are still better than Painlands.Quote from: DeathlyFoiend on April 24, 2013, 11:43:57 PMWhile I wholeheartedly agree that shocklands are better, I was never suggesting using painlands in their place. I was saying I'd prefer painlands to M12 dual-lands in a deck like this with so few islands/swamps.Quote from: abstractApathist on April 24, 2013, 10:43:36 PMIf you're talking about a budget, yes they are cheap, but in the game they are not. I would rather spend two life on something only for that time. If you are going to be using a painland, you are going to use the color ability more than twice in the game. If you're not, then you either have better lands and shouldn't be playing it all anyways or you're running artifacts but why would you run a painland over something like a basic land? Because it gives you two colors? There are better options in general. The 2 life is better at one time, then wasting it over time moreso than anything. If you constantly give away 1 life for a color, aggro decks have a better advantage against you while a shockland only deals two and nothing more.Quote from: DeathlyFoiend on April 24, 2013, 09:32:47 PMWhy? They are less expensive than shocklands and don't enter tapped.Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: DeathlyFoiend on April 27, 2013, 12:29:56 AMThat turn of not milling can easily get you outraced by most modern decks, a lot more so than 2 or 3 life can.Quote from: abstractApathist on April 26, 2013, 05:06:39 PMNot at all. Painlands have more of a susceptible build to burn, hits, attack, hate. M10 hold you back a turn but have a stronger outcome and don't open you up as much.Quote from: DeathlyFoiend on April 26, 2013, 12:35:09 AMIn a deck like this with so few islands/swamps, I think that painlands work better. In the end, it's a matter of opinion...Quote from: abstractApathist on April 25, 2013, 08:40:02 PMM10s are still better than Painlands.Quote from: DeathlyFoiend on April 24, 2013, 11:43:57 PMWhile I wholeheartedly agree that shocklands are better, I was never suggesting using painlands in their place. I was saying I'd prefer painlands to M12 dual-lands in a deck like this with so few islands/swamps.Quote from: abstractApathist on April 24, 2013, 10:43:36 PMIf you're talking about a budget, yes they are cheap, but in the game they are not. I would rather spend two life on something only for that time. If you are going to be using a painland, you are going to use the color ability more than twice in the game. If you're not, then you either have better lands and shouldn't be playing it all anyways or you're running artifacts but why would you run a painland over something like a basic land? Because it gives you two colors? There are better options in general. The 2 life is better at one time, then wasting it over time moreso than anything. If you constantly give away 1 life for a color, aggro decks have a better advantage against you while a shockland only deals two and nothing more.Quote from: DeathlyFoiend on April 24, 2013, 09:32:47 PMWhy? They are less expensive than shocklands and don't enter tapped.Quote from: abstractApathist on April 24, 2013, 08:27:52 PMDon't ever suggest those even if you think it is good. Those cards are usually the worse, you never would run it unless you are desperate.
What about {Underground River}? It only shocks you when you need color.
Quote from: Hunteroffire9 on May 03, 2013, 12:31:37 PMIf you're thinking legacy, {Force of Will} is the better option.
{Daze} is a good counter spell to stop the combo dexks
Edit: nvm that's not modern legal
Quote from: Taysby on June 28, 2013, 12:42:09 AMAberration costs way to much, I'd rather play {Nemesis of Reason}. Adding a card to make a new card I'm adding work just seems bad. Also 2 Jace is perfect. He costs 5, I don't want to get swamped with high cost spells. I see him when I need him but when he's not there I'm usually fine, without any ramp I can't justify running 3. Thanks for the input, I've been tweaking this thing forever though.
Thought about {consuming aberration}?
Maby add in an {artful dodge} for him. As soon as you pull him out, if you don't have dodge in your hand, mill yourself to get dodge into the gy then flashback it. And you are milling your opponent at the same time.
And I would do 4 {jace, memory adapt}
Quote from: rarehuntertay on July 28, 2013, 07:42:12 AMThat would be decent if it didn't cost so much. On turn 5 I'd rather drop a {Jace, Memory Adept}, but I took him out of the deck to make it a little more streamlined. That card is pretty sweet though, I have like 3 Odyssey ones and never took the time to legitimately read it lol.
How about one or two copies of {Haunting Echoes}?
Hmmm... Only pulls up odyssey artwork, but it's in M10 and M11
Quote from: Phoenix X30 on December 17, 2013, 09:55:22 AMThanks! It's my baby. I love this deck so much. It's nice to have a constant. Standard is always shifting, having this allows me that occasional Friday night beatdown when I decide to play Modern.
Really nice deck. Thanks I've got some new ideas for mine. Dropping {Consuming Aberration} for some card draw or counter I think. Maybe a couple {Cryptic Command}
Quote from: InfinitiveDivinity on January 20, 2014, 03:38:27 AM
After some very heavy debating, I decided to drop a single {Mind Funeral} in favor of a {Breaking // Entering}. It seems really good. It does essentially the same thing, and it costs a little less. I just really want to have that occasional reanimation. It seems like some pretty sweet tech.
Quote from: Arbitratur on January 20, 2014, 08:56:31 AMAs a 3 of I"ll still see it very often, and honestly, for the most part it {Glimpse the Unthinkable}s. It's just such a gamble. It's really good in theory but it seems to underperform frequently.Quote from: InfinitiveDivinity on January 20, 2014, 03:38:27 AM
After some very heavy debating, I decided to drop a single {Mind Funeral} in favor of a {Breaking // Entering}. It seems really good. It does essentially the same thing, and it costs a little less. I just really want to have that occasional reanimation. It seems like some pretty sweet tech.
š³š³š³ I'm not so sure about that decision... I run a similar deck and I looove the {mind funeral}s. especially after you {surgical extraction} one of their lands. Just my 2Ā¢
Quote from: Taysby on January 18, 2014, 09:04:03 PMNo one has, so we're good.
Doh. Fail. Don't listen to me. :P
Quote from: DimirOverlord1300 on February 18, 2014, 01:12:07 PMI kinda already run 9. I {Ghost Quarter} myself about 30% of the time to be honest.
I have my own mill list and I find that fetch lands are Hedron crabs best friend. I'd run 4 of each.
Quote from: Sparkle Ninja on February 18, 2014, 11:22:16 PMNot legal in modern.
I find your lack of {Sewer Nemesis}, disturbing.