Simping For Hina Posted June 3, 2014 Report Share Posted June 3, 2014 3 Griselbrand 2 Emrakul 4 Bitterblossom 3 Proteus Staff 3 Talismen of Dominance 4 Polymorph 4 Remand 4 Serum Visions 3 Thoughtseize 2 Inquisition of Kozilek 2 Slaughter Pact 2 Sleight of Hand 1 Gitaxian Probe 1 Peek 1 Pact of Negation 4 Watery Grave 3 Misty Rainforest 3 Scalding Tarn 3 Temple of Deceit 3 Mutavault 2 Darkslick Shores 2 Island 1 Swamp Link to comment Share on other sites More sharing options...
Poc Posted June 3, 2014 Report Share Posted June 3, 2014 Why would you ever play temples in modern? You have enough scrying in your cantrips. Replace them with fast lands or check lands. Link to comment Share on other sites More sharing options...
Simping For Hina Posted June 3, 2014 Author Report Share Posted June 3, 2014 Why would you not play Temples in Modern? They filter your land drops and your next draw, provide mana and don't take away from spells. Fast lands aren't that great with this as they come into play tapped the same amount, and check lands have a tendency to come into play tapped the same amount as Temples. Why not get something out of it? Link to comment Share on other sites More sharing options...
Simping For Hina Posted June 5, 2014 Author Report Share Posted June 5, 2014 Bump I'll be testing this at locals since I have enough store credit to support me playing right now. I need my next pay check .-. Link to comment Share on other sites More sharing options...
Rodrigo Posted June 5, 2014 Report Share Posted June 5, 2014 Why 1 Peek and 1 Probe? Isn't Probe better? Link to comment Share on other sites More sharing options...
Simping For Hina Posted June 5, 2014 Author Report Share Posted June 5, 2014 Peek allows me to cast on upkeep which is a lot better against control when since they can draw into a Vendilion Clique getting rid of Polymorph or Proteus Staff. And Probe is pretty much a good Thoughtseize or Inquisition, that gives me active advantage. Peek gets rid of the card they drew last turn and gives me the plus of slowing them down by using their turn and my turn to draw a card and know their hand. They both have advantages, and having 1/1 split usually could utilize both. Maybe probe is better, but I end up casting it for one if I don't plan to go use Polymorph or it is not turn 1. Link to comment Share on other sites More sharing options...
Rodrigo Posted June 5, 2014 Report Share Posted June 5, 2014 Oh, to be honest, I never realized Peek was instant speed. Then it makes sense. Link to comment Share on other sites More sharing options...
Simping For Hina Posted June 5, 2014 Author Report Share Posted June 5, 2014 Oh, yeah, if it was sorcery speed, use G Probe. Link to comment Share on other sites More sharing options...
Simping For Hina Posted June 10, 2014 Author Report Share Posted June 10, 2014 This Saturday, I went to my LGS's Modern Win-A-Box tournament with this deck only to play 12th of 20 people. I don't know if that says anything or that I sideboarded wrongly. It was a fun deck, but easily disrupted Game 2. Pacts could be a very strong thing here, but you don't win the turn you Polymorph or Proteus Staff, so I can't rely on them. Remand was rather lack luster in what I wanted it to do, so having only 3 Remand would've been a better choice. I usually just cycled Remand when it didn't do anything more. It did catch my Polymorph sometimes to help me win the game when I could. Link to comment Share on other sites More sharing options...
Poc Posted June 10, 2014 Report Share Posted June 10, 2014 Your combo seems very easy to disrupt, it sufferes one of the weaknesses that pod has, if you take out the birthing pod, or in your case, the staff, your deck becomes significantly weaker you need some artifact recursion for longer games. Link to comment Share on other sites More sharing options...
Simping For Hina Posted June 10, 2014 Author Report Share Posted June 10, 2014 Your combo seems very easy to disrupt, it sufferes one of the weaknesses that pod has, if you take out the birthing pod, or in your case, the staff, your deck becomes significantly weaker you need some artifact recursion for longer games. That is why I am running Polystaff. I am not completely reliant on Staff. Take it out. I could easily use it to draw bait so a Polymorph would stick. It is weaker because it has no game two plan and can't play a control game properly. It is an already weak deck, but having people waste resources on a weaker Polymorph would only be great. Drawing counter spells game one is a great way to play against control. I think I would play some creeping tar pits and cryptic commands for a stronger plan when going to play the control route. Bitterblossom/Mutavault/Tar Pit can put up a nice clock together and still let me have creatures to polymorph or staff into without needing. Cryptic Command is a catchall for control, and would slower my game until I can stabilize. Link to comment Share on other sites More sharing options...
.Rai Posted June 10, 2014 Report Share Posted June 10, 2014 http://www.wizards.com/Magic/Digital/MagicOnlineTourn.aspx?x=mtg/digital/magiconline/tourn/71670844th place. I might consider nicking some stuff from this Polymorph build. Especially just playing 2 Emrakul without the 3 additional Griselbrand. It's more than enough. Link to comment Share on other sites More sharing options...
Simping For Hina Posted June 12, 2014 Author Report Share Posted June 12, 2014 It was always fun running proteus staff along side polymorph, but for a more dedicated and superior build, it is better to drop them and play a more controlling game. I ran a list like this originally with the 4 tar pits, and it is a nice deck to run. Might try it for the fun, thank you. Link to comment Share on other sites More sharing options...
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