Monday, March 30, 2015

Modern Mania: Dramatic Braids Breach?

Hello all!  I have an interesting idea for you today.  I played Hypergenesis back in the old extended season of 2010 and ever since it was banned in modern, I've tried to come up with ideas that are similar.  Oh sure, there's Living End, but the power levels aren't comparable.  Resolving Hypergenesis usually meant automatically winning or winning in at least one turn.  There's so much anxiety with Living End.

-Will I get blown out by graveyard hate?
-Will I draw all of my living ends before a cascade spell?
-What I resolve Living End and it's not good enough? (i.e. opponent's creatures are better)
-Will I die before I can swing before lethal (mostly a problem against Burn/Infect/Affinity)

It's a lot easier to win with giant 9/9 monsters that destroy all of your opponent's permanents than a bunch of 3/4s that do nothing.  The Living End match against affinity is also a headache if they draw ravager.  Living End just becomes "Fog: put all your terrible creatures from the graveyard into play"

So, yeah, I love hypergenesis and when I have nostalgia for a deck, I try and replicate it.  One of the most obvious creature combo cards in modern is Through the Breach.  Slam Emrakul or Griselbrand down, attack and try and do it again.  What about Dramatic Entrance?  For 3GG, you get to keep the creature!  Granted, it has to be green and it doesn't have haste.  Now, what green creatures are good enough for this in modern...

Another card that's always had my consideration (as well as that of others, I assume) is Braids, Conjurer Adept.  It's the timeshifted version of a card from Odyssey block and instead of making you sacrifice an artifact/creature/land, you get to put one into play from your hand.  It's unfortunate that your opponent gets to do this first.  So not only does Braids has to live until your next turn, but you have to live until your next turn as well.

There's also the card Aethermage's Touch (reveal top 4 of your library, reveal a creature and put it into play, return it to your hand at end of turn).  I'd like to build around this, but there's just too many problems.  1) you have to ensure there's a creature on top 2) the creature needs to do something in play, either have a serious comes into play effect or have haste 3) how do you keep it from rotting in your hand?  W/U don't have many ways of powering out fatties.

So, our list for today:

4 time of need
4 magus of the vineyard
4 progenitus
2 faithless looting
4 braids, conjurer adept
4 dramatic entrance
4 simian spirit guide
4 through the breach
4 emrakul
4 pentad prism
4 manamorphose

2 Misty Rainforest
2 Scalding Tarn
2 Wooded Foothills
4 Breeding Pool
1 Steam Vents
2 Stomping Grounds
4 Gemstone Mines
1 Mana Confluence

I started off with 20 lands, but thought that might be a bit much.  Honestly, maybe 18 is too much.  Maybe four faithless looting is exactly what this deck needs.  Maybe just cut two fetches?  What do you guys think?

So, a bunch of cool interactions - Time of Need is used to go fetch Emrakul, Progenitus or Braids.  Dramatic Entrance only works well with Progenitus obviously, but once he's on the field, it seems hard to go wrong.  Through the Breach is obviously best with Emrakul, paying 4R to deal ten damage (i.e. attack with Progenitus) is fine, but it won't win the game on the spot.

For acceleration, we have our good friend Simian Spirit Guide.  I should honestly count to see how many times I put him in my modern lists.  We also have Pentad Prism to just us from two mana to five mana on turn three (for Through the Breach/Dramatic Entrance).  There's also Magus of the Vineyard, which is a very spicy number for the deck.  You get to 4 mana on turn 2 (then you can play Braids, and you're at 5 with a SSG) and 5 mana on turn 3.  Yes, unfortunately, the opponent gets to use it first and maybe the Magus just dies, but that's the risk we take, isn't it?

Thoughts: letting other decks Ramp is probably bad, but if you're coming out with a turn two Emrakul, they can put all the permanents they want into play.  I think most decks would just use GG as two colorless mana, which is fine.  This deck is a bit all-in.  Regarding Braids, I think most opponents would just use it for a free land/irrelevant creature.  The only deck out there that has scary creatures is Amulet of Vigor and then maybe that B/R reanimator deck, but I don't think that's a thing anymore.

This deck is sweet and I hope I can the chance to actually sleeve this up sometime.  Anyway, take care everyone.

-t

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