Your lands do seem slightly low. Yes you have mana producing cards, but one of those sets costs 3 mana itself. With 19 lands in the deck you're not likely to draw 3 lands by turn 3.
7 cards T1.
8 cards T2.
9 cards T3.
Therefore 1 in 3 cards must be a land, therefore 20 is required, really at a minimum.
You don't have nearly as much graveyard recursion as I think you think you do. And a lot of the cards in this deck are just useless dead draws because you're not well equipped to play them. Tezz for example. In a 19 land deck. If you draw into ramp then fair enough. If not he's not great.
February 24, 2016 10:39 a.m.
7/10 (4 floods - 4 or more lands in hand).
Tappedouts shuffler is a bit busted but I just playtested 10 times. 3 of the 10 times you didnt draw enough mana to do anything at all. That's 30% of the games. 30% of the time you had sensible hands and draws. 40% of the time you flooded out having at least 4 lands in your opening hand and no convincing plays.
4 floods is very, very weird in a deck with low lands, but anyway 30% of the time you didn't draw the lands you need. That's one game in three. That's the difference between going 2-1 win, and 1-2 loss.
February 24, 2016 10:45 a.m.
What do you recommend I cut then to add in the 20th land? I understand that quite often this deck only draws 1-2 lands, but half of those hands contain an AEther Vial, which largely makes up for the fact. The other 15% of hands can be mulligan'd. This takes my "dead draw" chances to around 3% liklihood assuming I only mulligan once.
I'm not opposed to adding another land, I hate being starved as much as being flooded, but I honestly do not know what I would drop. Maybe the Chalice of the Void main-board?
February 24, 2016 1:33 p.m.
Dont know. Do you need chalice or explosives mainboard?
February 24, 2016 1:47 p.m.
Explosives yes. Chalice... Probably not, but it has won me some 20 odd game 1's, Blue Moon and American control accounting for about 15 of those games. Storm was the other 5. I've lost count of how many games I have played with this deck though, so that might be an insignificant number of wins, and I've lost quite a few games to burn decks from being stuck on one land.
I guess I could drop the chalice for... another delta.
February 24, 2016 1:52 p.m.
Chalice can't go. It's just too relevant against a large number of control and combo decks. It's half of the reason that Artificer's Intuition is relevant as a card in this deck. Maybe I can move away from the intuition, from Engineered Explosives, Chalice of the Void, Hangarback Walker, and Viridian Longbow... but at that point the usefulness of tezz, trinket mage, and citadel are also called into question. Tezz could remain relevant if Ensnaring Bridge were brought into the deck, but at that point the deck simply becomes Ozzy, the Architect of Pillow Forts. Not saying that this variant isn't quite possibly stronger... but rather that dropping chalice simply starts down a long road of tweaks and optimizations that ultimately end in that deck. This means that the only card which I can afford to cut from the main board is going to be the second Profane Command. It's rather underwhelming in aggro match-ups, given how rarely this deck gets to four lands within as many turns and still has relevant plays for all four, but it does hurt the control match-ups a bit. At double black it's also the hardest card in the deck to cast. Dropping it would let me switch back to two Hallowed Fountains instead of two Watery Graves which makes for more consistent T1 Path to Exiles, but leaves me vulnerable to land disruption being able to keep me from casting a Profane Command outside of the combo. That has rarely been relevant, but there are games which I have lost because of said LD, so while that is probably a negligible factor, but still, it's a minor consideration.
Any thoughts from anyone on dropping the second Profane Command in favor of a fourth Polluted Delta? This is THE swap that would have to be made to increase the land count of this deck to 20. Is it worth it?
February 24, 2016 4:37 p.m. Edited.
I'm glad to hear it! How has the deck been performing against other T1 decks?
February 26, 2016 2:28 p.m.
on your description labeled "The Secondary Infinite Mana Combo:" you have listed Tezzeret the Seeker the second time rather then Tezzeret, Agent of Bolas.
I like the deck.
March 2, 2016 10:41 a.m.
ToolmasterOfBrainerd says... #14
The description of Oz though....... oh my god how have I not seen that before. The character roles are so fitting.
March 2, 2016 10:45 a.m. Edited.
I don't see how infinite colorless mana plus staff wins the game... you can draw a bunch of cards, you can gain a ton of life. you can tap a bunch of creatures. but none of that wins the game. granted infinite life is great, tons of cards really helps. but vs. mill or infect or other infinite combo decks infinite life doesn't help. or you can just deck yourself out. is there something I am missing? I guess you can draw into Profane Command if you have available you can go nuts... if you have . don't get me wrong I like the deck a lot and it think it is fun. I just wonder if I am missing something.
March 2, 2016 10:55 a.m.
ToolmasterOfBrainerd says... #16
If you have infinite colorless mana and staff, then you use staff to draw into a Pili-pala and a Profane Command or some other wincon, then use that to actually kill them. Going infinite is when you've actually 'won the game'; the rest of the steps are just making the kill official.
Actually, with Viridian Longbow, you can just draw to that and use that for the kill without even making colored mana.
March 2, 2016 10:58 a.m. Edited.
ToolmasterOfBrainerd got it with the longbow. I'll make sure to update that and the tez misreference in the description.
March 2, 2016 1:22 p.m.
FullmetalWes says... #20
Amazing break down of the deck my friend! I have never seen someone put in so much detailed effort into how to actually play the deck. Your theme and story is great. I wish everyone did what you have done here. If I could +1 more than once, I would. This is so detailed and fun that I want to build it. Kudos!
March 3, 2016 3:06 p.m.
Thank you so much! All I try to do is provide viewers with my complete thought process when designing the deck, so that any suggestions on how to improve the deck are well informed. If you do choose to build the deck, please let me know how it performs. Real world testing is something a deck builder can never get enough of.
March 3, 2016 3:26 p.m.
FullmetalWes says... #22
DuTogira I couldn't agree more and if I do build it I'll let you know for sure. I just got into Modern recently and I love it so far. It's good to have a format I can always build towards and slowly collect the more expensive cards. I started with a U/R Delver deck which I enjoyed, but my favorite color in MTG is White, so I'm trying to build a white modern deck. Here's my attempt at my own idea with cards I mostly already own Violence is Not Necessary or maybe My Enchanted Evening. Let me know what ya think if you want to check it out. Good luck!
March 3, 2016 4:37 p.m.
This might be a noob suggestion but what about Ensoul Artifact to turn artifacts into creatures? ensoul combos well with Howling Mine to give you much card draw.
March 3, 2016 8:12 p.m.
Ensoul opens me up to being 2 for 1'd if my opponent has removal, and this deck is thin enough on card draw as is. It does combo well with the mine, but then I'm having to change 6-8 cards in the deck to consistently achieve that synergy, and I don't have that many open slots.
March 3, 2016 8:50 p.m.
Kind of excited about this new little gem:
It could provide some pretty crazy strings of card draw, does trigger on itself, and is a decent blocker, but it's rather... situational. I feel like it might have a home in Aretherk's CoCo bant version, but this card's synergy with Grand Architect is undeniably powerful in this deck. Also note its ironic anti-synergy with AEther Vial.
DuTogira says... #1
Thank you EzraM. I had a lot of fun playing against you too!
February 21, 2016 3:46 a.m.