Brain Transplant - Modern Brain in a Jar Combo

Modern hannibal6

SCORE: 57 | 66 COMMENTS | 8499 VIEWS | IN 12 FOLDERS


Finally somebody utilized my favorite card in SOI! +1

May 3, 2016 9 a.m.

xzypher says... #2

this also helps with the skeptics http://magicjudge.tumblr.com/post/140988514854/how-do-split-cards-interact-with-brain-in-the-jar Love this deck btw I really want to build it now myself!

May 4, 2016 11:25 a.m.

Gamernatic says... #3

Do... do split cards work this way?!?

May 4, 2016 3:28 p.m.

xzypher says... #4

read the rules section that hannibal6 posted or the article in my previous comment. It does and its broken af

May 4, 2016 4:13 p.m.

Gamernatic says... #5

Well dang. In that case, I love this concept! One more question- can you cast both effects on the dual card then, or do you have to pick one? Either way, +1 man for an amazing deck idea!

May 4, 2016 4:51 p.m.

xzypher says... #6

yeah you get to cast both that's what makes Beck / Call so ridiculously good you get 4 1/1s and draw 4 for one essentially. Its a deck.

May 4, 2016 4:55 p.m.

derecksisco says... #7

I'm looking to build a modern deck to play at my FNM with my friends. I must know, how does it hold up agains other top tier builds? I ask because I can afford to build one deck, and it must be interesting! This fits interesting for sure!

May 5, 2016 1:36 p.m.

hannibal6 says... #8

It does really well against midrange and control, but it doesn't really stand a chance against aggro or fast combo (although it does let you play a bunch of edicts in far//away, so it does pretty well against infect and boggles if that's what you're worried about). It really depends on what else is being played in your meta.

Another thing to keep in mind is that it wins a lot of games by being a rogue build. You'll win a lot at first, but unless you have a huge play group, other people will learn how to play against it and you'll probably lose some percentage. It might not be suited for FNM if you're only planning on owning one deck.

I'd recommend testing it out online (with untap or cockatrice) before you buy it. If you're playing in the right meta though it can be really great. it's a ton of fun to pilot (also maybe the most fun control deck to play against)

May 5, 2016 2:34 p.m.

hannibal6 says... #9

The other good thing about this deck is that the only expensive cards are the lands, serum visions, and path to exile, which can be reused really easily, or traded for pretty much full value almost anywhere

May 5, 2016 2:36 p.m.

Birdsturnone says... #10

Sweet deck man!!! (I was the guy playing turns on untap) +1

Also you should add me on untap.

May 5, 2016 9:40 p.m.

Kuubudaraa says... #11

There's definitely something really good and unexplored here, I'm just not sure if all of these cards are the one's that can make the cut, Beck//Call is what sold me as well as Far//Away, but you have to remember, that you won't always have BiaJ, so the quality of your cards will suffer immensely without just playing other cards that are decent even without the Jar. Still, super sweet idea.

May 7, 2016 3:01 a.m.

xzypher says... #12

Is it just me or is Assault/Battery strictly better than Alive / Well? They have similar effects but one deals damage and the other gains life. Also what do people think of Down / Dirty? It feels like an Eternal Witness effect without a body to let you recur other fuse spells or removal spells as well as a Hymn to Tourach.

May 7, 2016 10:21 a.m.

Kuubudaraa says... #13

@xzypher

Assault/Battery is not strictly better than Alive / Well because the later has the Fuse mechanic and will allow you to cast both halves at the same time because of how Brain in a Jar works, where as with Assault/Battery you can only cast one half, since it is an old split card without the Fuse keyword. Also Down =/= Hymn to Tourach, there is a huge difference between an opponent discarding two cards and two cards at random.

May 7, 2016 2:35 p.m.

hannibal6 says... #14

Alive/well is the better card because it has fuse. The life gain is also a nice way to follow up a beck/call to really put the game away. Also, the real power of hymn to tourach is that the cards are random so they can mess with your opponents plans. I would probably play Supply/Demand before Down / Dirty if I was looking for more selection of spells

May 7, 2016 2:42 p.m.

hannibal6 says... #15

Yeah. what Kuubudaraa said

May 7, 2016 2:44 p.m.

xzypher says... #16

Oh I totally overlooked that Assault/Battery doesn't actually say fuse! That defiantly changes things. I hear what you're saying about Down / Dirty but I really do like the flavor. I love this build and I really hope to see some pros pilot it some day.

May 7, 2016 3:57 p.m.

skeletonkey8 says... #17

is Power Conduit here just to remove counters from Brain in a Jar?

May 7, 2016 8:15 p.m.

hannibal6 says... #18

yeah. we have a lot of power at the 2 cmc spot (and not really above the 3 cmc spot) so being able to stay in this area without having to spend turns resetting can be pretty powerful

May 7, 2016 9:35 p.m.

xzypher says... #19

What do you think about going up in numbers of conduits?

May 7, 2016 9:51 p.m.

hannibal6 says... #20

There are usually other cards I'd rather draw. It's in as a one of now so I can tutor for it with muddle the mixture

May 7, 2016 10:38 p.m.

CheeseBro says... #21

This is GENIUS!!!!!!!

May 7, 2016 10:40 p.m.

hannibal6 says... #22

I added in a basic forest in place of an island to help with matchups that play ghost quarter (or any other form of land destruction like fulminator mage or spreading seas). They were blowing up temple garden, and I wasn't able to play glittering wish without using the brain, which is a pretty awful tempo play most of the time.

Serum Visions, Path to Exile, Muddle the Mixture, Supreme Verdict, and Glittering Wish are the cards we tend to cast for their mana costs, and I think this new mana base supports them better

May 7, 2016 11:20 p.m.

CheeseBro says... #23

thoughts on Assault/Battery instead of Alive / Well?

May 8, 2016 9:27 a.m.

hannibal6 says... #24

Alive/well is much better due to having fuse. Also the life gain can be very relevant since we tend to have a slower start

May 8, 2016 12:59 p.m.

Wow, this deck has gotten popular.

I'm still not sure about Turn / Burn. I can't think of a situation where I'd want it over Path to Exile. I can see it being fine after 4 path to be run alongside Far / Away, but I don't see why you'd want any copies of it before you have 4 path.

Supreme Verdict is a good include in here.

You definitely should have 2 Academy Ruins to recycle Brain in a Jar if your opponent kills it.

Looking back Voltaic Key led to some of the most explosive plays with the deck. I wonder if there's a way to include an untap effect for your Brain without it being dead otherwise, with it also being good on curve, which I don't think Kiora's Follower qualifies for.

Speaking of which, what does Kiora's Follower do for you in your sideboard? In your wishboard, you should definitely have 1 card to gain life as well as some more general hate. Heroes' Reunion is the best multicolored lifegain spell I think. Wheel of Sun and Moon is grave hate that can't be undervalued as a 1-of.

May 9, 2016 10:53 p.m.

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