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I have been having a problem in my play group...
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Thread replies: 22
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I have been having a problem in my play group where I am consistently beating my friends in games and games are just too easy. I figured that I was good enough to go to an FNM but I was informed that my deck couldn't be played in standard, however it could be played in modern. Could you tell me if my deck looks ready for a modern FNM?

14 Mountain
2 Forest
4 Evolving Wilds
3 Island
2 Dragon Egg
1 Dragon Roost
1 Dragonmaster Outcast
1 Dragonrage
1 Balefire Dragon
1 Descent of the Dragons
1 Hoarding Dragon
1 Kargan Dragonlord
2 Moltensteel Dragon
1 Moonveil Dragon
1 Sarkhan, the Dragonspeaker
2 Flameblast Dragon
2 Shivan Dragon
3 Volcanic Dragon
2 Dragonshift
3 Phantasmal Dragon
1 Surrak Dragonclaw
3 Dragon Hatchling
3 Spellbound Dragon
4 Shockmaw Dragon
1 Siege Dragon
This deck looks fun to play, but if you go to a Modern tournament expect to get your ass handed to you by a variety of decks and archetypes. The curve is just too high, but I enjoy this type of thing. If you find a rural enough LGS you may even be able to place well.
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You appear red heavy.

It would be a shame if someone were to...

Green-White ramp...
Why do you think I will lose though? The deck constantly wins against my friends, why would I suddenly start getting destroyed?
Assuming you're not trolling... Modern is known as the turn 4 format for a reason. The vast majority of games end with one player dead or facing imminent defeat by turn 4, hell Infect (which is a 5 dollar deck if you build it on the cheap) can kill on turn 2 with a good hand. Your quaint CIPT lands will allow you to play maybe three spells before you get rushed off the table, combo'ed out by splintertwin, get your landbase rekt by ghost quarters or outramped by tron.
Turn 4? That seems impossible. Have never seen a game end earlier than turn 7; assuming you aren't trying to troll me, how do I win by turn 4 with this deck?
Weakest bait I've ever seen. Worse than Rakdosguy.
Hah, ok then. Well played, you got me
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>Could you tell me if my deck looks ready for a modern FNM?

Average mana cost is 4.76
Can't beat Red Deck Wins
Can't beat Affinity
Can't beat Jund
Can't beat Junk
Can't beat Zoo
Can't beat Merfolk
Can't beat Hatebears
Can't beat Tron
Can't beat Eldrazi Control
Can't beat Grixis Control
Can't beat Lantern Control
Can't beat Twins
Can't beat Bloom Titan
Can't beat Infect
Can't beat Collected Chord

But feel free to try it at your next Modern tournament, I'm sure there will be some 11 year old running a mono green 73 card deck you can beat.
>>44635082 On the very offhand chance that you're serious: https://www.youtube.com/watch?v=v47KeMPmK3c
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>>44635082 >>44635849
A third turn board state.
Both players could win on their next turn.
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please watch all videos and view websites these fine mtg card hounds tell young one
>>44634129 here's a very brief description of every deck named by >>44635806, followed by a link to a deck building guide.

Red Deck Wins
Play cheap spells with the number 3 on them until you've counted to 20. (a.k.a. Burn)
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/650623-burn

Cheap artifacts, and cards that like it when you have lots of artifacts.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/219590-affinity

Play efficient cards across 3 colors (Black/Red/Green).
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/571523-jund

Play efficient cards across 3 colors (Green/Black/White).
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/511600-abzan-midrange-junk-bgw-souls-bg-rock

Play efficient creatures across 3 colors (Red/Green/White)
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/565682-zoo-video-primer

Play cheap merfolk, cards that support merfolk, and cards that slow down your opponent.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/648255-merfolk

Play creatures that prevent your opponent from doing things.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/220191-gw-hatebears

Play lands that generate lots of mana. Then cast strong cards with huge mana costs (Karn, Emrakul, etc).
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/220174-gr-and-gx-tron
>>44637086 (cont.)

Play efficient cards that slow down your opponent in 3 colors (Blue/Black/Red).
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/603567-grixis-control

Reveal the top card of your opponents deck, and mill it every time it's remotely useful.

Have an infinite number of creatures on turn 4.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/592023-ur-twin

Bloom Titan
Untap lands that enter play tapped. Hijinx and ramp ensues.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-1-modern/556715-amulet-bloom

Cast 1-2 drop infect creatures, then throw several pump spells at them and swing for lethal.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/557165-infect

Collected Chord
Ramp to the moon and back with cheap elves that generate mana.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/561856-collected-company-elves
No ad nauseam? Its supposed to be a tier 2 deck but I really don't see that many people play it or talk about it. Why don't more people play it, its a pretty strong deck.
It's the fifth most played control deck; it has some presence in the meta, but not enough to plan around.
Triple amulet? Gross.
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>>44637146 I'm 44637086/44637103, but >>44635806 was someone else.
I was explaining, >>44635806's list on the offhand chance that OP isn't trolling.

Ad Nauseam
Play pic related and draw your entire deck. Then count to 20.
Primer: http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/221735-ad-nauseam

Also, missing Lantern Control Primer:
OK, I play boggles so let's go with that.

Turn 1 play a forest or fetch, play slippery bogle

Turn 2 I (ideally) lay a plains or another fetch, and can then cast two 1 mana enchantments or one 2 mana one. Let's assume I'm playing a slower deck and want raw damage, so I'll put any combination of rancor/ethereal armor/spider umbra/hyena umbra. So that's turn two swinging for 3-5 damage

Turn 3 is where it gets harder to say, but at that moment I just barf out auras and can usually swing for a solid 10-15, and I can regularly deal lethal then, assuming no massive roadblocks
Your deck is too slow for modern unfortunately, and it would like get steamrolled unless you somehow get lucky.

I think that it would be best for you to either
1) Save up and purchase a tournament-level Modern deck
2) Get into Standard with your friends and help them get better at the game as well
Thread replies: 22
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Thread DB ID: 385750

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