Brain Transplant - Modern Brain in a Jar Combo
Modern
SCORE: 57 | 66 COMMENTS | 8499 VIEWS | IN 12 FOLDERS
ToolmasterOfBrainerd says... #2
Hmmm. Good call on Jund Charm. That is much better.
I guess maybe if you cast Beck / Call into Turn / Burn you'll pull off the 2-for-1 .... but otherwise I think Turn / Burn is just off-color and overcosted, especially since with brain, you're playing it for value on turn 4 at the soonest, but more realistically turn 5. I think it's fine to play, but the 4th path is much better. Brain should really be getting great value and playing dirt-cheap cards, not so much your baseline removal, especially since removal is really the only thing you can do turn 1.
I think Sigarda, Host of Herons is the better lategame card. Unless it gets countered, it will win you the game. It can't be killed by BGx unless they board in Damnation (which they won't).
On a side note, as I reflect upon the line 'especially since removal is really the only thing you can do turn 1'... what about a color change? Instead of Bant, how about Jeskai adding 4 Lightning Bolt, then making green just a splash for Glittering Wish? The manabase would be tough, but the additional hate for the aggro decks which tend to ruin your day is great. It also lets you board 4 Lightning Helix to fix Burn and any other aggro deck. 4 Bolt, 4 Path, and 4 Helix out of the board ought to help make the deck better early. Just a thought; no idea if it's a good idea or not.
May 9, 2016 11:50 p.m.
Green really already is just a splash. I don't think the deck will have room for a red spell that I want to play turn 1 (especially with academy). turn 1 I'm usually either digging with serum visions or holding up path in case there's something to take care of.
Sigarda is probably a good call. I think I might add kiora's follower main deck instead of power conduit as a alternate muddle the mixture tutor target, since its not completely dead without the brain, and its probably better with the brain in all honesty.
You might be right about turn/burn, but I think this is a lot of changes to make at once, so I'm going to take it slow with the testing.
May 10, 2016 12:03 a.m.
ToolmasterOfBrainerd says... #4
Alright. I felt interested, so I made a red version. Brain Transplant - Modern Brain in a Jar Comb copy. It feels pretty solid, although I might make the switch over to Wheel of Sun and Moon in that verion since the black splash hurts.
Adding red makes Assault/Battery much more playable too, but I haven't found room for it quite yet.
May 10, 2016 12:07 a.m.
WackZalford says... #5
Love it! I don't know what you would cut but Unwinding Clock + brain could be cool. +1
May 10, 2016 1:06 a.m.
That would be fun, although 4 mana is a little steep. Thanks for the suggestion though
May 10, 2016 1:18 a.m.
Also ToolmasterOfBrainerd, tell me how the new list works out (I'm assuming better aggro matchups, and worse other matchups, but I'm interested to hear how much it shifts everything)
May 10, 2016 1:20 a.m.
ToolmasterOfBrainerd says... #8
So Simian Spirit Guide is a card. I've found it to be way too broken in the red version. Turn 1 brains are as broken as they sound and free Lightning Bolts are very helpful.
May 10, 2016 7:53 a.m.
ToolmasterOfBrainerd says... #9
Oh yeah. The wish board also needs some tinkering with, but SSG alone is well worth adding red.
May 10, 2016 8:08 a.m.
A very cool deck but I'm curious; how well does it perform when you don't draw Brain in a Jar or it gets removed?
May 10, 2016 9:51 a.m.
It sounds like red turns it into more of a tempo deck than a control deck.
Also the deck has so much redundancy with muddle the mixture that you pretty much always draw a brain. If you chose not to mulligan to find one, you probably have a pretty good hand (lots of removal) that will last you long enough to draw into one, or just get up to 8 lands and fuse a beck/call for real (i've done that many times).
Brain being removed can be an issue as well as targeted discard. On the bright side, that pretty much only happens in the jund matchup which isn't so bad.
May 10, 2016 11:38 a.m.
ToolmasterOfBrainerd says... #12
I wouldn't say red makes into tempo, but it definitely improves the early game and speeds up the deck. You cut a few Glittering Wish and Day's Undoing, but it's still very much a control deck.
May 10, 2016 1:09 p.m.
PraetorDragoon says... #13
Right. Split cards do work that way. An excellent idea, time to build my own brew based on this!
May 27, 2016 6:05 a.m.
Thanks for all of the amazing support on this deck! It's been one of the most fun decks I've built. Unfortunately with the new rules, this deck is going to be rotating out with Amonkhet. I hope everyone who tried it out had as good of a time with it as I have!
hannibal6 says... #1
Turn / Burn is nice because it lets you 2 for 1 your opponents creatures if you have a blocker, and it gets past indestructibility just the same as path to exile.
Voltaic key only led to explosive starts if I managed to draw key, brain, and beck/call all in my opening hand. otherwise it didn't do all that much. also this deck isn't really looking for explosive starts. I'd rather be using T1 to fetch a color most of the time.
Kiora's Follower is there for the late game wish board when I want to use my card advantage by braining two spells a turn (or resetting the brain, and then using it each turn)
Academy ruins and heroes' reunion are both good calls, I'll add those in.
Wheel of Sun and Moon, i don't like as much as Jund Charm which gives me a second sweeper, as well as exiles the graveyard immediately in case something has already ended up there.
May 9, 2016 11:39 p.m.