Modern Stoneblade 60 cards, 0 sideboard 4 {Island} 3 {Tectonic Edge} 2 {Plains} 3 {Arid Mesa} 4 {Hallowed Fountain} 2 {Glacial Fortress} 3 {Celestial Colonnade} 3 {Misty Rainforest} 24 lands 4 {Snapcaster Mage} 2 {Vendilion Clique} 2 {Geist of Saint Traft} 2 {Restoration Angel} 8 creatures 3 {Cryptic Command} 3 {Remand} 1 {Batterskull} 3 {Mana Leak} 2 {Wrath of God} 2 {Steelshaper's Gift} 2 {Sphinx's Revelation} 1 {Sword of Fire and Ice} 4 {Path to Exile} 1 {Sword of Feast and Famine} 3 {Think Twice} 1 {Elspeth, Knight-Errant} 28 other spells Sideboard 2 Detention Sphere 2 Engineered Explosives 1 Ethersworn Canonist 3 Negate 2 Relic of Progenitus 3 Spell Pierce 2 Timely Reinforcements Notes: I'm interested to see if I can make a Stoneblade deck work in modern by using {Steelshaper's Gift} to replace {Stonedorge Mystic}. |
Quote from: Taysby on February 24, 2014, 05:59:19 PMThe whole point is to search out the equipment with {Steelshaper's Gift} instead of drawing into it since it can often be a dead card when not needed or early in the game.
Why only 1 {batter skull}?
Quote from: Sparkle Ninja on February 24, 2014, 07:57:24 PMI thought about putting that in but I'm not sure it's a great since it comes down so late and has to survive a turn to be able to tap.
{stonehewer giant}?
Quote from: Lyriczulu on February 24, 2014, 09:14:27 PMThe deck looked like it could make it to the late game. I'm not sure if I missed it but {Brass squire}?Quote from: Sparkle Ninja on February 24, 2014, 07:57:24 PMI thought about putting that in but I'm not sure it's a great since it comes down so late and has to survive a turn to be able to tap.
{stonehewer giant}?
Quote from: Sparkle Ninja on February 24, 2014, 10:14:41 PMHe doesn't impact enough, for 3 mana he better at least be a 3/3, just being able to throw a sword on someone isn't quite enough, not in Modern.Quote from: Lyriczulu on February 24, 2014, 09:14:27 PMThe deck looked like it could make it to the late game. I'm not sure if I missed it but {Brass squire}?Quote from: Sparkle Ninja on February 24, 2014, 07:57:24 PMI thought about putting that in but I'm not sure it's a great since it comes down so late and has to survive a turn to be able to tap.
{stonehewer giant}?
Quote from: InfinitiveDivinity on February 24, 2014, 11:16:44 PMUnfortunately {Brass Squire} doesn't quite do enough, especially since the equip costs (other than {Batterskull}) are pretty low. Sparkle you're right that this deck is designed to make it to the late game since it is primarily a control deck, however creature removal is pretty prevalent in this format and {Stonehewer Giant} needs to survive a full turn before becoming useful, I might add it eventually though.Quote from: Sparkle Ninja on February 24, 2014, 10:14:41 PMHe doesn't impact enough, for 3 mana he better at least be a 3/3, just being able to throw a sword on someone isn't quite enough, not in Modern.Quote from: Lyriczulu on February 24, 2014, 09:14:27 PMThe deck looked like it could make it to the late game. I'm not sure if I missed it but {Brass squire}?Quote from: Sparkle Ninja on February 24, 2014, 07:57:24 PMI thought about putting that in but I'm not sure it's a great since it comes down so late and has to survive a turn to be able to tap.
{stonehewer giant}?
Quote from: ImTheGuy on February 24, 2014, 09:38:51 PMWhile I agree {Serum Visions} is more powerful, it is also a sorcery speed spell. So if it's in the early game I need to decide between using {Serum Visions} and holding mana for a counterspell, which is what I'd prefer.
{Serum Visions} over {Think Twice} all day long.
Quote from: MacheteMable on February 25, 2014, 01:53:14 AMIt is certainly powerful, my one issue with it is that it doesn't have evasion, so it can be chump blocked. Plus with zoo (possibly?) on the rise, there are more and more 3/3 creatures being played which is bad news. I almost put {Restoration Angel} in this slot instead of Geist because it is a bigger body with flash and flying.
I feel like {Geist of saint Traft} is just too powerful to not be a 4-of
Quote from: ConanEdo on February 25, 2014, 12:06:22 PMexcept that the deck is trying to put a sword on t he creatures. You put a sword that gives it protection from their duders and it would be lights out. Your points are warranted but I'm looking at from what the deck wants to doQuote from: Lyriczulu on February 25, 2014, 12:00:45 PMAgreed on the Geist, unless you can {{Vapor Snag}} a path for him or give him evasion he's just a 3 mana burn spell for 4-6 damage.Quote from: InfinitiveDivinity on February 24, 2014, 11:16:44 PMUnfortunately {Brass Squire} doesn't quite do enough, especially since the equip costs (other than {Batterskull}) are pretty low. Sparkle you're right that this deck is designed to make it to the late game since it is primarily a control deck, however creature removal is pretty prevalent in this format and {Stonehewer Giant} needs to survive a full turn before becoming useful, I might add it eventually though.Quote from: Sparkle Ninja on February 24, 2014, 10:14:41 PMHe doesn't impact enough, for 3 mana he better at least be a 3/3, just being able to throw a sword on someone isn't quite enough, not in Modern.Quote from: Lyriczulu on February 24, 2014, 09:14:27 PMThe deck looked like it could make it to the late game. I'm not sure if I missed it but {Brass squire}?Quote from: Sparkle Ninja on February 24, 2014, 07:57:24 PMI thought about putting that in but I'm not sure it's a great since it comes down so late and has to survive a turn to be able to tap.
{stonehewer giant}?Quote from: ImTheGuy on February 24, 2014, 09:38:51 PMWhile I agree {Serum Visions} is more powerful, it is also a sorcery speed spell. So if it's in the early game I need to decide between using {Serum Visions} and holding mana for a counterspell, which is what I'd prefer.
{Serum Visions} over {Think Twice} all day long.Quote from: MacheteMable on February 25, 2014, 01:53:14 AMIt is certainly powerful, my one issue with it is that it doesn't have evasion, so it can be chump blocked. Plus with zoo (possibly?) on the rise, there are more and more 3/3 creatures being played which is bad news. I almost put {Restoration Angel} in this slot instead of Geist because it is a bigger body with flash and flying.
I feel like {Geist of saint Traft} is just too powerful to not be a 4-of
I added some {Celestial Colonnade}s instead of the {Mutavault}s as well. I'm also not totally sold on {Sphinx's Revelation} so I could cut those in favour of something else.
Quote from: MacheteMable on February 25, 2014, 12:23:20 PMThat's a good point, I always forget the swords give protection from some colours. Regardless, I don't know that I want to go above 2 or 3 Geists at most since without an equipment it's hard to attack profitably sometimes.Quote from: ConanEdo on February 25, 2014, 12:06:22 PMexcept that the deck is trying to put a sword on t he creatures. You put a sword that gives it protection from their duders and it would be lights out. Your points are warranted but I'm looking at from what the deck wants to do
Agreed on the Geist, unless you can {{Vapor Snag}} a path for him or give him evasion he's just a 3 mana burn spell for 4-6 damage.
Quote from: ConanEdo on February 25, 2014, 01:26:51 PMI'll think about the shackles as a SB card but you're right that it would require a change in the mana base. I'd prefer to not cut the equipment package since that's the point of the deck, lol. I already own a UWR control deck so this is more an experiment to see if the swords can work well in modern.Quote from: Lyriczulu on February 25, 2014, 01:18:26 PMIf you cut the sword package you could get 6-8 in there. Also, if you rework the mana, another good card to consider is {{Vedalken Shackles}}.
What do you think of adding red for access to {Lightning Bolt} and possibly {Lightning Helix} and {Electrolyze}? More removal spells gives the deck more options to make it to the late game but I'm worried that there aren't enough slots to make it work.
Quote from: Lyriczulu on February 25, 2014, 01:51:16 PMi like the wrath change unless your meta has a lot of midrange blue or control decks. I myself experienced this. Before I started on grixis delver I played cruel control and uwr Geist/control. In the uwr it got to the point where {supreme verdict} was better due to the uncounterable.
I decided to change {Supreme Verdict} to {Wrath of God} since it's easier to cast and the can't regenerate clause might be more important, I also changed the {Spell Snare} to {Remand}. Another option is to go Esper, giving access to removal and {Lingering Souls}.