So it would stop a control deck from dropping a sorcery AND then an instant in the opponents turn. But they could still drop multiple instants all at once whilst countering a spell, so that's not a huge deal. When they drop their wincon they won't be able to cast counterspells, but then if its anything halfway resilient that point becomes moot - especially given that there is no removal in here.
Against slower decks it doesn't do anything because they only want to play a single threat or two a turn, which they can just do. No big issues.
Against aggro decks it doesn't do anything because they're going to offload their hand in a single main phase. Burn is still just going to burn. Creature aggro is still just going to play out all the creatures.
There's essentially a very small window of decks that actually care about this. Those decks would be ones that want to play creatures and then also instant speed counters or removal spells. And even then those decks have options like: drop a creature and be forced to play instant speed removal in their own turn. Which is bad - but not game breaking.
Also this deck only has 16 lands. So like, it doesn't even work.
June 6, 2015 10:14 a.m.
nushberrie says... #3
Lol I didn't notice the mana base but I do see you're point. But then again that's why this is a $50 casual deck. Its not going to be a tournament winner but it looks like a fun annoying deck to take to your friends place.
June 6, 2015 10:18 a.m.
Up the lands to 20. Remove Guile. Remove 2x Errant Minion. Then at least it should reliably have mana.
June 6, 2015 10:21 a.m.
nushberrie says... #6
And yeah I know its your* , if you're one of those people lol
June 6, 2015 10:22 a.m.
I am not correcting grammar. I typo bad enough as it is.
June 6, 2015 10:24 a.m.
The thing you seem to be missing is that Mana Web forces them to tap most if not all of their mana, whethere from them reacting to it or its resolution. That makes them take damage depending on how many Psychic Venom, Contaminated Ground, and Pooling Venom cards are out. Yes, they can still have mana, but only in one phase (choose wisely) but it costs them life to use that mana. A burn deck will take anywhere from 2-8 damage a turn when they cast their spells just from having to tap their land. A creature deck has to pay to keep and attack with their creatures. Its not a fool proof deck, but its fun and it does win... a lot.
June 6, 2015 11:42 a.m. Edited.
If you're going to run Guile, you might as well also run Dovescape. Once one of you plays a non creature spell, you have infinite bird tokens.
June 6, 2015 1:45 p.m.
I think that this deck has a very unique idea, but it might fare better if you got rid of your 6 drops 2x Guile as well as add 2 more Urborg, Tomb of Yawgmoth.
June 6, 2015 3:15 p.m.
Kurremkarmerruk says... #12
I'm going to run one of my land destruction decks against this and see what happens.
June 6, 2015 7:29 p.m.
Love the idea, a couple of suggestions:
First, if you're going to go with the 6-drops I might run Frost Titan instead of Guile. The titan can trigger your enchantments and also protect you, so it fits better with the deck's theme. I might also consider Icy Manipulator to fill the same role of triggering your enchantments.
Turnabout also seems like it could be really versatile in this deck.
+1 from me!
June 6, 2015 10:23 p.m.
Thanks for all the +1's and comments everyone! This deck really is turning out to be quite evil >:)
@ Kurremkarmerruk Let us know how it turned out!
@ ChiefBell I agree about the six drop. With the change from solid blue to U/B this deck has gotten a lot more efficient and the need for Guile is no where near what it used to be. If played right this game will be over before I draw and play 6 lands, especially with my small mana base. From the playing I've done with this deck the mana base I have now has worked great for deck because the Average CMC is so low. I will be taking out Guile as soon as I find a replacement. (I'm thinking Contaminated Bond as more of a deterrent from attacking me)
@ brother1 I'm taking the advice of ChiefBell and getting rid of my 6 drops so Frost Titan won't be going in sadly, but he was a good idea. Turnabout is a great card though! I really will look into adding it but since I'm sticking to my small mana pool I don't know how well a 4 cmc would fit, because there will always be something else to play. I do like it though because I can cast it right before Mana Web resolves and after they've tapped all their land to get their mana in response, to untap their land so that Mana Web taps it a second time for double damage! great card!
@ Festus221 I won't be adding anymore Urborg, Tomb of Yawgmoth because its a legendary land. I would only ever be able to have one of them out. While it does greatly help the deck to have it out, it is not necessary for it to be out, so I'm going to stick to two but thank you for the comment.
@ Epidilius Since I'm keeping my small mana base and dropping Guile I don't think I'll add Dovescape but it is an awesome card that combos almost too well with Guile!
June 7, 2015 12:12 a.m.
Oh man first I learn about modern Spreading Seas and now this? So happy. A fun looking legacy deck that I can afford, aw yeah.
June 7, 2015 12:22 a.m.
Hahaha that is true! But it wouldn't trigger mana web sadly. But could still doa at least 2 damage.
June 7, 2015 1:09 p.m.
nushberrie says... #19
Damn you're right, its not tapping for mana. I was laughing my ass off at the idea of twiddle doing 8 damage and winning the game.
June 7, 2015 1:21 p.m.
I dont have $400 to do that with lol, but it would be awesome.
June 7, 2015 1:22 p.m.
What about Mana Short? You make your opponent tap everything for mana, expecting to use it all on creatures/enchantments/etc in their main phase, then empty their pool.
June 7, 2015 10:06 p.m.
Epidilius beat me to it. I've used a similar deck and won with Mana Short at the start of their upkeep. Make them take 8-12 damage from the enchanted lands AND have no mana left do do anything (unless they have an instant to drop on stack).
Paralyze is another cheap way to slow them down if they do get a critter out before your cripple their mana base.
June 8, 2015 9:46 a.m.
Kurremkarmerruk says... #23
Okay, I played my LD deck No-Man's Land against this. Mine's a Standard brew. I was able to beat this deck 5 out 6 playtests. I never switched out for side board cards for either side. The game changer every time was my Ember Swallower. Whichever lands you enchanted, I sacrificed them.
Mana rampers were also key. I didn't need to use my lands with a few elves, caryatids, and rattleclaws out.
And once I got my land destruction engine running, I focused on taking out your island base and you became a sitting duck. I think you don't run enough lands, by the way.
When RTR was standard, I used to run Contaminated Ground in my LD deck. That's a mean card! The one game your deck won was because of that card. I think your first hand had two of them and I played them right away and I never got the right color of mana after that. It was pretty damn frustrating.
Again, I think this deck would be more devastating if the mana was more reliable. If I ever build a modern LD deck, I'm going to borrow ideas from your deck to beat opponents ugly. I'll punish them for using their mana, and I'll punish them by taking it away.
+1 from me
June 8, 2015 1:42 p.m.
Pendrell Mists forces your opponents to choose between creatures or a main phase.
nushberrie says... #1
I'd +1 this a dozen times
June 6, 2015 10:11 a.m.