The speed of Modern

Modern forum

Posted on March 29, 2015, 11:06 p.m. by ToolmasterOfBrainerd

I am new to magic and I am trying to optimize my deck so I can answer my opponent as quickly as they play. I currently run a UB theft midrange deck that usually becomes stable after turn 6-8.

I want to optimize my spells to maximize their effectiveness but balance them with speed. At the moment my deck feels too slow, but I am too new to know for sure. At the moment, it's first big play is usually on turn 3 or 4, and by big play I mean Drown in Sorrow or Vampire Nighthawk.

At best I play a Duress turn 1, and at worst my first 2 lands enter tapped and I have no cmc=1 or 2 cards in hand.

So here's my question: When do the fastest decks win (on average, not a 1 in a million hand / coin flip) and by what turn do the majority of decks get out of hand? Basically, how fast is modern? Do I need a turn 1 play every game, or is a land then pass just fine? What about turn 2? I usually transmute on turn 3 for a turn 4 play, but that feels way too slow to be competitive. If I play a removal or counter on turn 2 then a wipe on turn 4, is that fast enough?

Thanks for any help, it's all appreciated. I know this should probably be on deck help, but I'm not really asking about my deck in particular. I only included a few of my cards to give an idea of how fast I currently play and how that compares to the meta. Thanks again!

kmcree says... #2

If you want to be competitive in Modern, you need a t1 play most games, and at minimum a t2 play. Modern is generally considered a 4 turn format. By that, I mean that if you haven't either won by turn 4, or else are stabilizing and beginning to control the board, you won't win. Stabilizing at turn 6-8 is far too slow to be competitive.

March 29, 2015 11:10 p.m.

tclaw12 says... #3

Here is a Modern Primer that might help answer your questions - Link

March 29, 2015 11:11 p.m.

Oww99 says... #4

Modern is a Turn 4 Format, meaning Turn 4 is a very decisive turn. For Twin or Storm it could mean Win, for Tron or Control is could mean shutting down an opponent. Basically you just need to have something important on Turn 4. Tron is a good example of this I think.

T1- Urza's Tower, tap, Chromatic Star

T2- Urza's Mine, tap, activate Star (Green), play Ancient Stirrings to find Karn Liberated, tap other land for another Star

T3- Urza's Power Plant, tap 3 for Karn, -3 their main piece

T4- Keep stabilizing

Basically Turn 4 is the turn your deck needs to find a way to stall or win. I use Tron as the example as I know that best.

March 30, 2015 3:22 a.m.

vishnarg says... #5

Hahahahaha isn't that quite a dream hand for a Tron deck. Jesus wouldn't it be nice to have Tron in your opening hand and Ancient Stirrings into a nice Karn on turn 2... it's more like Sylvan Scrying turn 2 and maybe get it set up by Turn 3, usually Turn 4, and from there getting ready to O-Stone or Wurmcoil.

March 30, 2015 9:48 a.m.

The primer is very helpful. Thanks.

I don't play super competitively, so I'm gonna say my meta is a turn 4.5 - 5 format, but I don't know for sure. Thanks for the help!

March 30, 2015 7:01 p.m.

Didgeridooda says... #7

Also, infect going off on turn 2 is there, and burn is pretty quick. You will need things that can protect early.

March 31, 2015 11:23 a.m.

Khaosknight says... #8

The fastest decks can win on turn 1, infect can win on turn 2, and as everyone else has said, every other deck will either have established board control or gained a nearly insurmountable advantage by turn 4, (or at least that's the theory).

April 1, 2015 2:38 p.m.

This discussion has been closed