4 {Verdant Catacombs} 4 {Marsh Flats} 4 {Blood Crypt} 4 {Sacred Foundry} 4 {Isolated Chapel} 4 {Arid Mesa}
24 lands
2 {Obzedat, Ghost Council} 4 {Dark Confidant}
6 creatures
4 {Niveous Wisps} 4 {Silence} 4 {Path to Exile} 4 {Lightning Helix} 4 {Terminate} 4 {Isochron Scepter} 4 {Magma Jet} 2 {Blind Obedience}
30 other spells
Sideboard
4 {Leyline of Sanctity} 4 {Tragic Slip} 4 {Pyroclasm} 3 {Rest in Peace}
15 sideboard cards
Notes: Any advice for sideboard or main deck?
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I like this. The lock with {Silence} and {Isochron Scepter} is sweet. I think there are better cards than {Sound the Alarm}. Maybe another burn spell?
I added in {Magma Jet} for {Raise the Alarm}
Dark Confidant is too good not to have and you need to fix up your mana base to include fetch lands and basic lands for Path to Exile and other related cards.
Quote from: DeathlyFoiend on March 18, 2013, 10:40:11 PM
Dark Confidant is too good not to have and you need to fix up your mana base to include fetch lands and basic lands for Path to Exile and other related cards.
Those cards are too expensive for my budget. (This deck cost $500 as it is)
Also the shock lands from ravnica provide enough early fixing for me. I think having the fetch lands might be redundant
Please say you're joking right? I understand pricing and budget, that is fine. Fetch lands are the reason you play shock lands basically. Any competitive deck plays a good 5-8+ of them because they get out the land you need. It isn't about the mana fixing, it is about the consistency of the mana. They make it easier to play the cards you want when you want instead of just relying on fixing to do the work instead. They allow for easy access to your cards in hand
If you think that a deck is good enough without them, then either learn about modern or get some sense please and I mean this in the nicest way.
Modern is a game of consistency and beating your opponent in the fastest way possible or having the answers to many if their cards. If you don't have the lands you want early on, then you aren't going to win most likely. Stick decks have the answers, but need the ability to cast those answers and mana fixing isn't going to do that alone.
Totally agree with the guy above me, but he also missed the point on deck thinning.. For the most part.. Life won't matter in modern.. You really are either dead or you're not... Getting to your combo pieces faster at the cost of some life is definately worth it.. Especially if it means iso-lock <3
Consider as well some storm spells. You can storm on their turn with the {Isochron Scepter} and make them hesitant to cast spells.
Quote from: Dadforgame on March 20, 2013, 03:37:00 AM
Totally agree with the guy above me, but he also missed the point on deck thinning.. For the most part.. Life won't matter in modern.. You really are either dead or you're not... Getting to your combo pieces faster at the cost of some life is definately worth it.. Especially if it means iso-lock <3
Well, deck thinning was never a major thing and seems only really good in theory unless you're playing Eggs. Life does matter as well. Kitchen Finks is great at slowing down aggro and allows you to spend more life on mana and other spells. Some decks are already suicidal that they do play around life and try to survive even if their deck is played the opposite way of that. But that part of the combo is right and one of the things that should be the focus of decks like these.
I saw list similar to this last week, but it ran Delver.
{Leyline of Sanctity} in the sideboard possibly? It auto-wins against me pretty much.
Quote from: InfinitiveDivinity on March 20, 2013, 09:35:33 AM
I saw list similar to this last week, but it ran Delver.
{Leyline of Sanctity} in the sideboard possibly? It auto-wins against me pretty much.
Better against Jund if you're running a combo deck. Usually you only sideboard it for combo decks.
The key lines are great cards, they're just too clunky in the sideboard and take room away from more important cards. Either you run a playset or don't run it at all. They are just extremely set on the turn 0 play and aren't good outside of it. That usually sets off most players not to run them. So, they are amazing, just not worth it most of the time.
I retract my statement about you being right and wish you luck on ever topping a modern event, no offence.. I suggest you stick to edH..
Stick is a great control deck in modern though. It may not be as strong as what it was long ago because it doesn't hold much of a threat and other decks oppose it but this meta is slower than it was before and more varied decks. This deck could work very well if played properly and the player plays it smart as well.
That was a stab at you, not the guy who made the deck.. A RBG Iso deck top 16nd my ptq... Your claims about leyline, life, and deck thinning... Those are wow...
Can you provide a better argument against me please? Your argument is "you're wrong because it is."
The Leylines are great. The only one seeing repetitive competitive play is {Leyline of Sanctity} though and that is mostly in eggs because of the ability to completely stop hand destruction and {Slaughter Games}-based effects so they can combo off with the least amount of worries. If you look at all the sideboards that usually run Leylines then you would notice that they are ran at 4 so because of better consistency to get them out on turn 0 instead turn 4.
Life gain is a great mechanic to slow down aggro decks and allow you to get a better advantage for the game. {Kitchen Finks} is still a highly used card in Jund and Jund has has its suicidal plays. That is why they run {Dark Confidant}, partly(outside of quickness and cheaper cost) because their life can get passed the redzone where the players end up killing themselves. It is easier to remove than an enchantment and can be used as a body as well. Some players fixed up their Jund decks with Kitchen Finks to fight against decks without that worry sometimes. And they could be main decked. But Jund also has a handful a powerful removal. Many of the decks stray away from {Dismember} with that entire theory in mind.
Deck thinning is great, but no one goes saying that I won that game because I cracked a land and it helped me get better cards without the worries of top decking something bad. If you're playing fetch lands for that reason then you are playing them all wrong. Deck-thinning is just a bonus for it and is usually at its best when excessive. One card doesn't have much affect from the ability to get the cards you need like it does for ten cards. It thins but it also recycles the deck as well which is usually a lot better and could have a better affect on top decking more than thinning does. People play fetch lands to get the lands they need quickly and consistently. Also why some people do play Mirrodin Fastlands as well. They come in early on without entering the battlefield tapped during the more important turns at the start. They also do cost like. But shock lands they the capability to come into play tapped when you just don't want to miss a land drop and are searchable when you need the cards right then and there because the tapping is optional.