Well, this deck has received some major changes since I first posted it, even transforming from casual to modern, but the base of the combo hasn't changed much. You still want to put out as many Howling Mine and Dictate of Kruphix as possible, as quickly as possible, and follow them up with Psychosis Crawler and Fate Unraveler.
Nonetheless, some key combos have been added that seriously help win you the game: the most excepcional of the additions being Dark Deal. Dark Deal + Reliquary Tower + Psychosis Crawler practically finishes the game.
Of course to be able to do all of these things requires time, thus the need to include a lot of removal such as Go for the Throat, Reality Shift, Extirpate and the sideboarded
Consume the Meek
for tribal, aggro and token decks.
Reality
is sideboarded in case of artifact decks or decks with indestructible creatures, in which case Go for the Throat becomes useless.
While it's true that Chasm Skulker and
Jeskai Sage
can deal large amounts of damage they will mostly serve as defense fodder, with
Jeskai Sage
giving you precious card draws and Chasm Skulker granting a huge behemoth that if killed will give you sooo many fodder defenses that only flying, trample or board wipes screw up, and not only that, it serves as an alternate win-con. Using a consume the meek to wipe the board on the enemy's turn, take out 20 or so squids and then attack on your turn is really great.
Elixir of Immortality is indispensible in this deck. It not only takes away any chance of milling yourself to death, it grants 5 health points and returns any cards you may want to re-use back to your deck.
Vision Skeins
is very useful, it activates all of your combo cards; Chasm Skulker, Psychosis Crawler and Fate Unraveler. Additionally, its instant, always useful, and can be used in an opponents end step maybe even to force them to discard. Its similar to Dark Deal except without the huge Psychosis Crawler/Chasm Skulker explosion that normally ensues if you have had Reliquary Tower on the battlefield long enough. Of course, when playing in casual or legacy format, this card is switched out with the much superior Brainstorm which is just brutal in this deck, but, well... modern rules u-u
Jace Beleren is played because his + and - are both useful to you but you don't need him, so only 1 is just fine. You don't desperately need to get a Jace every game although it's not bad in any way. You are practically never gonna be using his last ability though, so act like that's not there .-.
And...that's about it, hope you enjoy it and give it a thumbs up
Suggestions are always welcome