Modern Walker Devotion Combo

Modern* CurdBrosBrewingCo

SCORE: 181 | 179 COMMENTS | 19542 VIEWS | IN 98 FOLDERS


GoldParadox says... #1

Wow that's definitely a deck that I must try. Also, how do you put a background in your deck page? :O It's so aesthetically appealing !

Also, did you try it out during FNM's or other events ? If so, how did it go ? :) Thanks. What other deck builds are popular in your local meta ?

August 15, 2015 11:43 p.m.

Ninjadude51 says... #2

kk, thanks for the long reply...:D

August 16, 2015 12:12 p.m.

kchedges says... #3

CurdBrosBrewingCo - Just had an excellent idea which I think may be worth a spot in the deck (if there is any space to be found). I think Courser of Kruphix could add a lot of benefit to the deck even as a one of. Not only does he help you fix mana, but he also is an enchantment and a creature, meaning he can be a great utility paired with Cloudstone Curio. Just a thought you might like to try, I'll definitely test it out on my own and see how it goes.

August 16, 2015 12:25 p.m.

TheAlexGnan....no real reason. It just "felt" right because you still want to hit your land drops; and you don't want to take damage when you don't have to. I have literally never had a game where I needed red and didn't have it (between the lands, the Abundant Growths, the Utopia Spawls, birds of paradise, etc.)...I can put two more Wooded Foothills in there, though. If I feel like I'm taking too much damage from lands I'll probly go back down to 2...

There is a fun interaction between Abundant Growth, Fetch Lands, and Eternal Witness; so maybe that will be enough to make it worth the extra damage!

August 16, 2015 5:53 p.m. Edited.

Yep...even marginal advantages can be big; but fetch lands also cause damage...but I think you have a point; and a good one. The pros most likely outweigh the con. I increased it to a 4-of.

We actually have a full Rise/Fall deck in order now (since we updated it last, Kolaghan's Command was printed, some new walkers came out that effect it, etc)...but Sedraxis Specter and Rise/Fall are still nuts! :)). My bro is formatting the description and play results (we'be been playing it for about teo weeks now). We'll have it up tonight!

We really can only effectively work on four decks at a time (two each) because we can only get so many games in and play so many competitive situations. We are fortunate to have an amazing play group and can at daily at least 60 games; but even then you can really only do 1-2 decks each day. We need to hide all the dated decks till we update them...fortunately for this comment, we had already begun updating/testing the Ruse/Fall deck a few weeks ago :).

August 16, 2015 8:07 p.m.

xenith4127 says... #6

I just gotta say that I am actually PROUD to have upvoted this deck. Not only is this deck awesome, but it is also VERY well thought out and you can obviously see all the effort put into this. Thank you for making this deck.

August 16, 2015 8:23 p.m.

xenith4127....thank you so much! That really means a ton to us, honestly.

August 16, 2015 9:10 p.m.

xenith4127 says... #8

Not a problem at all, it was something you guys have earned, and should be proud of. Keep up the absolutely amazing and fantastic work.

August 16, 2015 9:26 p.m.

Added a Karn Liberated main board. It's just crazy powerful; gives me some form of main-deck removal; and is a great card to grab off a Wave/Hydra for 7+.

I'm currently testing 19 lands as well; but don't have enough games under my belt with it to feel comfortable just yet.

August 16, 2015 9:33 p.m.

kchedges...that is a great card and idea! Courser was in the deck for a very short period at one point. To be honest; the card was AMAZING in the longer, grind-ier matches and was good against Burn. The matches where it seemed poor were the combo matches. Since the deck is already pretty strong in those match ups; I wasn't sure it was necessary.

I actually quite liked the card. It dug for lands, and in many games basically "drew" 3+ cards. I may need to try it out again.

August 16, 2015 9:41 p.m.

grandpappy says... #11

I've got a rules question. If Cloudstone and other cards are pulled in off the same wave, can those other cards trigger the Cloudstone for bouncing?

August 17, 2015 9:22 p.m.

ksong says... #12

This is such a fun and well thought deck! As I was playing with it, I was wondering if this combo will make sense in this deck:

Burning-Tree Emissary + Cloudstone Curio + Impact Tremors

This combo doesn't seem to work as good as with the planes walkers alone. However, the synergy is there. Any thoughts? Thanks in advance!!

August 18, 2015 1:44 a.m.

hark says... #13

i want to build this deck but its really expensive to me

August 18, 2015 12:57 p.m.

Great questions!!

grandpappy....yes, the permanents entering the battlefield with Curio will trigger the Curio. Technically all of the permanents enter the battlefield at the same time. You then get to choose the order of the riggers.

ksong....your combo is a great infinite combo of you have 2x BTE! We've made decks with this in the past along with cards like Purphoros, Priest if Urabrask, and even Memnite and Ornithopter...we actually have been testing a Boros/Artifact build for a few weeks now that we were planning on posting this weekend (once we had enough testing in to d sure its competitiveness)....Great minds think alike!! :)

Cloudstone Curio is extremely underused card in Modern that has so much room for exploration! P.S. Also play a 1-of Outpost Siege to get around Torpor Orb :)

hark....there is ways to cut the budget on this if need be. The first is the land base. You can just play Forests, Mountains, Rootbound Crag (and possibly the G/R temples as well). Karn and Ugin are the other most expensive cards: and you can run the deck replacing them.

August 18, 2015 6:10 p.m.

Minelia5 says... #15

dude this is beautiful. Genius! Btw, I may be an idiot, but if you have infinite mana, and you genesis hydra your whole deck, I recommend one card to cause you to win. I don't know what, but something along the lines of Staff of Domination (I know that isn't a great example).

August 18, 2015 6:46 p.m.

hark says... #16

and the side board is over 150$ but i guess i dont have to build that either

August 18, 2015 6:48 p.m.

Great point hark...you could easily use some cheaper options...all you really need is a way to stop super super fast combos and some measure of control...you could go:

2x Polukranos, World Eater

2x Domri Rade

2x Beast Within

1x Combust

1x Ancient Grudge

1x Reclamation Sage

2x Leyline of Life Force

1x Ruric Thar, the Unbowed

1x Fire Spout

2x Lightning Bolt

August 18, 2015 10:34 p.m. Edited.

hark says... #18

one of my favorite decks on tapped out now this is \

yes my grammar was bad

August 18, 2015 11:10 p.m.

hark says... #19

next my favorite question do you own this deck in real life

August 18, 2015 11:11 p.m.

I do. I own it in paper (and have for quite some time) and as of tonight I own the entire deck online as well (gonna try to figure out how to play dailies with it even though I almost never play on MTGO :) )

August 18, 2015 11:51 p.m.

hark says... #21

cool i dont play mtgo for money reasons

August 18, 2015 11:52 p.m.

Minelia5...your question is actually a SUPER good question that brings up a point I should have provided more detail about in the description.

The deck has some slight synergies that are somewhat difficult to see without playing the deck; and the win-con's are actually a good part of this. The question of "once you have infinite mana, what do you do with it?" is the most important question that can be asked of any infinite mana deck (as there area lot of easy ways to create infinite mana; but doing so while also having "organic' win-cons to the deck is one of the tougher things to do when building combo decks in Modern.

Having infinite mana means that I have (a) a Cloudstone Curio and (b) two Walkers. Under this assumption, you can win with the following:

  1. Xenagos, the Reveler - If Xenagos is around; we can just make infinite 2/2 haste satyr tokens and attack for lethal.

  2. Kessig Wolf Run - We can infinitely "pump" one or more creatures.

  3. Ugin, the Spirit Dragon - We can keep bouncing him and hitting the opponent for 3 damage.

  4. Karn Liberated - We can exile all of their permanents (not technically a win, but as close as you can get to a guaranteed win).

While these are all win-cons; there is one aspect that is more important than any of these....and that is being able to draw into a win-con the second you hit the "infinite combo". This deck does so in spades. Once you have ONE of the infinite mana combos; all you need is ONE of the above to draw out your entire deck:

  1. an Abundant Growth in hand or /board and another enchantment in hand/on board.

  2. a Genesis Wave

  3. a Genesis Hydra

  4. an Elvish Visionary in hand/on board and any other creature in hand/on board.

  5. an Eternal Witness to cast to grab for any of the above in the graveyard.

  6. a Primal Command for either Eternal Witness, Elvish Visionary or another creature if you already have one of either Witness and/or Visionary.

Having any single one of the above will allow you to draw out your entire deck and play the win-con(s) of your choice. Of course, if Xenagos, the Reveler is part of the infinite combo; you've already won :)
,

August 19, 2015 11:24 p.m.

ksong says... #23

Great write up! However, what I like this deck the most is the strength when we don't hit that infinite combo. The deck ramps up quickly, so as long as you don't run an empty hand, it can gain you so much board advantage in early game.

On the other hand, my question is that, will this deck do well against Junk/Jund or Delver Control or other type of fast control decks? Will this deck fast enough to overcome it? If the opponent clean up the board with Lightning Bolt, Path to Exile or Terminate, and further discard important card with Thoughtseize, or clean up our hands with Liliana of the Veil, how can we get out of these situations? Or, can you shine some lights on what side board to put in for those kind of decks? Or, how should we change the play? Thanks in advance!

August 20, 2015 8:22 p.m.

ksong...great questisons:

I've tested quite a bit (and played multiple "competitive" games/tourneys with both our regular Modern group and others (i.e. not testing but actually trying to win...) and I've found the following against each deck.

  1. Jund/Junk - They can remove a good amount of things; but generally they struggle to keep up with the value we can generate. They have a ton of great 1-for-1 answers in Bolt, Path, Maelstrom Pulse, Thoughtseize, etc.; but we have a lot of cards that are 2-for-1 or much more. If you resolve a Walker, a Genesis Hydra, and/or a Genesis Wave; they get pushed WAY back. This is especially true of Genesis Wave. It's pretty much a game ender for them. I have had games against Jund in particular where we both were in "top deck mode" where I felt they had the edge...but I would say we are favored in the match up from the beginning due to the advantage we can generagte.

  2. Delver Control - This was actually a surprise to me. I had just assumed that this would be one of the worst match ups for the deck. I assumed the opponent would simply counter all of the important spells (walkers, waves, etc.). Again, however, the value we generate really helps nulify things like Path and Bolt.

The card that does best against these type match ups; however, is a surprising one....Kessig Wolf Run...it drives them mad :) They can counter the big stuff all day long; but you still have a few elves and/or birds that can hit for 5+ each turn. I can't count the amount of games I've won just pumping a dork over and over again while they hold counters in their hand.

I do have some cards I board in against control. Defense Grid is amazing because we don't really play anything on the opponent's turn. It really throws them off because it essentially turns off their instants and flash cards and turns them into sorceries...it also means Twin can't win as quickly.

  1. Fast Combo - While it depends on the combo; we have two options when playing against the fastest combo decks. We can either race them or slow them down. I actually am a fan of allowing myself to do both. I recently "streamlined' the game one main-board to ensure it combos as often and as quickly as possible (as uninterrupted we can win as early as turn 3 and with no disruption will win on average on approximately turn 4.33 (this varies with the amount of games tested; but it only varies by like .20 turn).

Individually, I try to board in cards that really hurt the opponent's game plan without harming mine too much:

Against Tron - Magus of the Moon turns of Tron lands, Damping Matrix turns off all artifacts, Pithing Needle turns off Ugin.

Agains Twin - Defense Grid pushes the combo back, Spellskite turns it off, Damping Matirx turns off Splinter Twin.

Against Infect - Spellskite hurts them quite a bit. Bonfire of the damned does well here as well (as it kills nealry every one of their creatures (hexproof or not).

Agains Affinity - Damping Matrix turns off their big boys (Cranial Plating and Archbound Ravanger).

Against Bloom - Magus turns off their lands, I can generally pay for the Pacts so I'm not as worried about hive mind.

Grisholbrand - Damping Matrix turns off both Bobo's and Gristlebrand's activated abilities. Primal Command and Scavanging Ooze remove their graveyard.

I will try to make a full sideboarding guide under a spoiler within the description this weekend. I've been toying with potentially putting white in the baord (as I LOVE Ghostly Prison and Worship but we'll see...it's not entirely necessary.

August 21, 2015 8:10 p.m.

And you hit the nail on the head...what makes this deck so good is what it does when it DOESN'T combo off...it just destroys "fair" decks...just way to much value to overcome to quickly...it snowballs so quickly that even several 1-for-1 removal spells do very little.

August 21, 2015 8:12 p.m.

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