I forgot to also include Village Messenger Flip in that list.
August 11, 2016 4:16 p.m.
Stab, Its entirely for delirium. The dream is to cast Inexorable Blob on turn 4 with delirium and haste. I didn't use Thraben Gargoyle Flip because it has defender and swinging for 3 on turn 2 with Infectious Bloodlust on Keeper of the Lens I think will be a big deal in this aggro deck.(if it dies I'm 3 steps to delirium) If I request a 1 drop artifact spider in the next set do you think they'll come through for me? lol. I might need to swap in some Expedite for a Prophetic Ravings. My only other artifact is Cathar's Shield which can get to the graveyard if I discard it to Prophetic or it gets tossed by Grapple with the Past
I appreciate you looking at my deck. Thanks for the input.
August 11, 2016 8:06 p.m.
MikealDH1 I saw you comment on a RG Wolves deck and I'd love to have you tear this board down if you've got a few minutes.
August 20, 2016 1:27 a.m.
Well thanks I suppose. First, when, if I help, I am not trying to tear a deck down, or build a deck up. I call it like I see it. If I think a deck is awesome, and don't have any suggestions, I say that. If I think a deck is good, but have suggestions, then say that. If a deck is bad, I try to say it as nicely as possible, give suggestions.
That said, I'm not always right, wrong, just my perception,logic.
Also, I don't just say something, 1 way, or another. I like to try to logically qualify what I say.
If I can't qualify what I say, I try not to say it.
As far as your deck, is your deck standard. If so, unless it's land destruction, werewolves, Naya, Goblins, Vampires, I am usually not good at helping standard decks, because I don't keep up with standard well, because I like building Modern Decks.
I know the basics of how to make a great standard deck, in any given generic standard block, because have, used to play in 1 of the best standard FNM'S in the country on a regular basis, where 1/4 the players also play in the Grand Prix, Pro Tour Qualifiers. In those past standard blocks, my best finish was 4th place with werewolf against Wolf Run Titan, Delver, Goblins finished about 9th to 11th. Land destruction finished 7th. But that was the past, don't keep up with standard now, except to try and find a new toy for Modern.
I can try to help you, but since your not werewolves, goblins, vamps, ramp stomp, Beast stomp, land destruction, I am not sure if can help you
But will take a look
August 20, 2016 1:48 a.m.
I haven't ever made a delirium deck. But reading the mechanic, you have to have different card types in graveyard. In your case, 4 card types. If 4 card types is required, then you can only get 1 or 2 on first turn. Since that's the case, then why you say you can get delirium 100% if time, by on turn 1 when 2 certain cards are played on turn 1?
To activate Delirium, you would need 1 instant, 1 sorcery, 1 artifact, 1 enchantment, or swap out any 1 of the 4, with 1 creature. You would need all that in graveyard, before delirium would trigger.
And since it is not possible to get all that in your graveyard on turn 1, then how can you get delirium on turn 1?
Confused here?
What am I not seeing, not understanding?
August 20, 2016 2:08 a.m.
Thanks. I liked your style that's why I asked. I've been playing casual for a year now. Done a handful of drafts and FNMs but I can tell I'm only scratching the surface of strategy. It is a standard deck that leans on some unusual cards. Hanweir Garrison and Inexorable Blob both can produce great value if they can attack a few times and Soul Swallower just by existing for long enough. I'm using Haste to push a turn early hopefully when they've swung out and Sparkmage's Gambit to get past them if they haven't.(denying them the resources that are their big blockers hopefully?) Card draw, and getting delirium are my serious concerns with just enough removal to pick off the problem children while I overwhelm them. Does it play like a hydra deck but growing wide instead of huge? I expect meta to be sacking creatures with emerge and Eldritch Evolution so they'll be going skinny and tall.
August 20, 2016 2:13 a.m.
Turn 1 casting Magmatic Insight is a sorcery and discards a land, the other two are the Artifact Creature on Hangarback Walker they both count for delirium and you can cast it with x=0 so it goes to the graveyard.
August 20, 2016 2:16 a.m.
I would run 3 Kord (good creature removal, which you have done), 3 Clear Shots,(good removal), instead of 2.
Then take 1 of your Sparkmage Gambits, and turn it into something else,(like a 3rd Clear Shot), then take the last 3 Sparkmage slots, and turn them into 3 creature removal cards that better then sparkmage, because 1 point of damage to a creature isn't good.
There are things, or should be things like Act of Treason like, cards that deal 2,3,4,5 damage for 1,2,3 mana to target creature an or player.
So with 19 creatures, you want to run about 8,9 good creature removal cards
August 20, 2016 2:26 a.m.
Thanks. I'll look to squeeze in a couple burn spells. Should be the perfect thing to get their last 5 life off the board.
August 20, 2016 2:43 a.m.
I like how your deck is put together, except for your 4 sparkmage's as removal.
Also tho normally I wouldn't advocate COCO collected company in a 19 creature deck, because not enough 3 cmc or less creatures to target, and because all the good noncreature cards, might end up in graveyard, which normally not good.
But in your deck, even if you cast Coco, and look at the top 6, and none of them are creatures, and the rest go into graveyard, that not bad, because you trigger delirium.
As long as you run 2,3 Goblin Dark-Dwellers, as a way to Snapcaster Mage, like reuse your graveyard, then doesn't matter if Coco, and anything else sends stuff to your graveyard to trigger Delirium.
I know that Goblin Dark-Dwellers isn't a delirium creature, but it should be in your deck to reuse stuff in your graveyard. And it's a 4/4, that can only be blocked by 2 or more creatures.
Also Coco can stick out 2,3,4 creatures into play.
Also think you need a 2 of a good creature pump card,to go along with Kord, in case delirium is slow to trigger.
Maybe you do have that, and maybe I didn't see it.
That's all I can think of for suggestions.
Plus +1 for thinking outside the box creatively with your deck.
August 20, 2016 2:52 a.m.
I agree Goblin Dark-Dwellers needs to go in. Right now I'm considering Blood Mist my pump slots. Doubles the impact of my 3/3s protecting them in trades and Gnarlwood Dryad has deathtouch so thats a great combo. It doesn't sync with Mirrorwing or Zada though so it could do better. Its also my only chance Grapple with the Past could put an Enchantment in the graveyard.
August 20, 2016 3:03 a.m.
Also as far as strategy goes in standard, playing deck building wise, you don't have to master strategy.
Some Magic 101 here: This may be too simple for some people. But since Magic is about building up your resources, while denying them to other people, MTG is about 1. TEMPO, 2. Getting creatures out. 3. Dealing with threats, 4. Pumping your stuff up, 5. Ramp. 6. Control. 7. Understanding why, how top decks work, and how to deal with them thru sideboard.
Now a lot of players understand those basic principles.
But some players are better at EXECUTING those basic principles.
So you have to either out think, out strategize, etc.
Or
You just do a better job at EXECUTING the basics.
I am kind of like the ICEMAN character in Top Gun. He was a good flyer, not because he was a brilliant flyer, but because he was good at EXECUTING the basics, didn't make mistakes, capitalized on others mistakes.
That can be applied to deck building. If your deck consistently EXECUTES THE BASICS better than anyone else's deck, then your deck will win more over time.
An example:
Let's suppose me and another player decide to make Goblin decks.
The other player runs 30 goblins, throw his deck together, and calls it good.
Me: I run 21 to 24 goblins. 1 is a Goblin captain that pumps all the goblins. Another Goblin deals 2 to 4 damage removing a creature, or damage to player.
I run 2,3,4 Goblin Grenades, 2,3,4 Cursed of the Stalked Prey, making all Goblins like a Strom Kirk Noble.
So because of my build altho it's simple, because I EXECUTED that simplicity well, then during a game between the 2 Goblin decks, mine, and the other player's, my Goblin deck wins, because my goblins get out, then my goblins get pumped up, then I remove his goblins, then my goblins get thru, win game.
The other Goblin Deck doesn't do anything, because player just threw in 30 goblins, and called it good.
That may be SIMPLE strategy. But it wins because I make less mistakes building my deck, and they make more mistakes building their deck.
So don't worry about being a master strategy tactician.
Just focus on EXECUTION, making less mistakes building your deck, and if you do that, you will win more.
August 20, 2016 3:27 a.m.
So now that I have helped you. Can you take a look at my Land Destruction deck for Modern Format, and then after looking at it trying out some sample hands, reading thru comments, deck description, etc.
If you think my deck is worthy of a like, +1, then if want, think that, then please do that, if want, think that.
August 20, 2016 3:38 a.m.
Ulrich of the Krallenhorde Flip might be just the right card. its a +4 pump when cast and 6 damage removal if someone blanks a turn. I just don't have enough attack spells for Zada or Goblin Dark-Dwellers. Bonus, its a creature so I can pull it with Grapple from the Past.
If I count the 6 damage on the back side of Ulrich x2 and 3 damage on the back side of Arlinn x3 Clear Shot x2 and Sparkmage's Gambit x4 I'm up to 11 removal. I know you don't like Gambit but its tap-down effect a critical tempo play when Blob or Garrison swing, spawning 2 or 3 power and surviving to spawn again next attack and they'll hold back to kill it next turn. And it handles lots of early humans, spirits, zombies at a fair cost.
That was a ton of help. I'll be glad to look at yours later tonight. Thank you.
August 20, 2016 10:52 p.m.
Yeah your deck has about 11 ways to remove, tap down, deal with creatures, which is great.
The biggest problem with Sparkmage, is if there is FOG, Safe passage type cards in standard.
Those cards make it so that when you make their creatures no block, they take no damage, then counter attack.
It's always better to permanently remove a creature, then to tap it down, make it so that it can't block.
If there is no board wipe that can sideboard, replace sparkmage with, if there is nothing that will do 3 to 6 damage to 1 to 4 creatures for 2 to 4 mana, as a instant, sorcery, to replace Sparkmage, then if there is NOTHING better than Sparkmage, then you run Sparkmage.
Maybe Sparkmage is the best, I don't know enough about Standard.
But compared to a lot of past standard blocks Sparkmage just does not seem that good, seems underpowered.
Just another reason I don't like, play standard, lol.
August 20, 2016 11:40 p.m.
Blood midt seems like a "win more" card. Good if you're already winning, but potentially dead if you're behind on board or wiped on board. It's a fantasy curve out where you just play creatures until turn 5 and then tap out for the enchantment and still have your creatures on board, and then you swing and win, but with reflector Mage, removal, languish, and everything like that it might be better to use something that could both help you catch up from a bad spot and/or also win.
August 22, 2016 1:04 p.m.
DanLane You're right. If I have no creatures I have no catch up. Magmatic Insight Grapple with the Past and Duskwatch Recruiter Flip are all in there to prevent that nightmare. I need to run some Enchantments to push Delirium, even if Grapple or destruction is the only way to get them to the graveyard. Infectious Bloodlust and Prophetic Ravings are other things I've tried. The value in here comes from Hanweir Garrison and Inexorable Blob surviving attacking, Blood Mist is my attempt at preventing trades with early creatures, bonus giving Gnarlwood Dryad first strike. The bigger issue I've had is it competes with Arlinn and Ulrich(-1 from Duskwatch) in the 4 drop spot. Post board wipe turn 5 I can cast Blob give it double strike from blood mist, haste from Hanweir Battlements and swing for 9. Haste from Arlinn and Battlements are critical to getting pressure before it gets late game. I appreciate you checking out my deck and giving me a chance to explain my decktech.
August 22, 2016 3:20 p.m.
Yeah Dan, I agree with you, I knew there had to be something like Collective Defiance.
Only difference is that I think he should keep the Blood Mist for Delirium, and turn 3 of his Sparkmage into Collective Defiance, and turn the 1 left over sparkmage into 1 more clearshot.
Then I would add 3,4, 1 cmc Loam Dryad, mana dorks to ramp into his 3,4,5 cmc creatures faster.
That would make his deck better then it already is
August 22, 2016 3:33 p.m.
Check these out, they're waaaay cheaper and as a result more relevant.
August 22, 2016 8:13 p.m.
I think I need to be faster than getting to a place where 4 damage to a creature will swing things back in my favor. I'm dropping both Mirrorwings and a Sparkmage adding a land a Hangarback, swapping Endless One in for all 3 Hangarback because its a much better topdeck and adding a 4th Inexorable Blob. That shortens my curve to only 2 Ulrichs at 5 drop. Ups my chances at Delirium, and gives me more ammo for Magmatic Insight. I want to swap 3 Earthen Arms for the Magmatic Insight and see if my card advantage suffers too much. EA seems like a way to keep my creatures above Languish early and be a usable top deck turn 7
I'm looking at it like I need to sneak 3 damage through 7 times by turn 6.
On curve without haste or double strike, with delirium turn 2
Gnarlwood can do 3 damage 5 times by turn 6
Duskwatch 4 times
Blob 9
Hanwier 7 melded
Soul 5
Arlinn 1
Ulrich 1
August 22, 2016 11:17 p.m.
Added Lightning Axe as removal and a way to put a card type into the graveyard. It cost a Grapple and a gambit
August 23, 2016 1:39 p.m.
EldraziPlayer54 says... #25
Not sure if this was saidyet but crop sigil should be added. At upkeep, you may put the top card or you deck to graveyard, you dont have to tho. And with delirium, it alows you to fish into your grave for 3 mana.
Stab says... #1
Just wondering, why 4x Keeper of the Lens? There are definitely better 1 drops. Is it for delirium? If that's not the case here are some other 1 drops that I think could benefit you more.
Mana Creatures: Honored Hierarch, Blisterpod, Loam Dryad
A better 1 drop artifact creature: Thraben Gargoyle Flip
Card draw: Insolent Neonate
Creatures that are just better: Permeating Mass, Kessig Prowler Flip, Bold Impaler
August 11, 2016 4:14 p.m.