Weedneedle says... #2
Well if I drop the merchant and the obliterator I could put in two whips. that leaves 2 or 3 other spots I was think of throwing Wrench Mind in.
October 20, 2015 1:37 p.m.
Weedneedle says... #4
I'll definitly give that a try. Do you think wrench mind could fit into here for maximum early game hand disruption?
October 20, 2015 4:13 p.m.
shinobigarth says... #5
IF and only if you take out some of your Dismember / Victim of Night, otherwise no. up to you whether you want spot removal or extra hand disruption. i would not take out any of your permanents at all, as being focused around Gary you want as many as possible. personally i think Inquisition and Seize are just fine.
October 20, 2015 4:34 p.m.
Weedneedle says... #6
Just an update, with the above build I went 3-1 at my local shops modern night. First match was boggles and the hand distuption the first few turns left my opponent with a hand full of enchantments and no creatures to put them on and gatekeepers got rid of what hex proof creatures he did dropSecond was a splinter twin deck. I won the first game but he hit the combo the other two games. Not much else to sayThird game was red deck wins. This had me on the edge of my seat. All three games had me at very low life but when Gary dropped the life game put me ahead enough to win itLast matc was another splinter twin. Again this match was won by hand disruption spells in the first two turns pulling out his combo pieces. 2-0Can't say enough about how pleased I am about the performance and thanks again for input
Caligula says... #1
Yeah, You could remove the extra removal out of the SB. Since your swapping it out for a body with potential hand disruption.
October 20, 2015 12:50 p.m.