Something like that, although I think I would play more Siege Rhino and would probably use some of the walkers you have access to. Elspeth, Nissa, Sorin, and Ajani Mentor are all very playable. Liliana Vess gives you another tutor effect to work with your toolbox (making you less dependent on drawing Chord), as well as a solid card advantage +1 that can wreck opponents if left alone for just a few turns. I also think that you want to mainboard a Phyrexian Revoker. There are very few decks that won't have important targets for it (even vs aggro it can stop Stormbreath Monstrous or Butcher's haste), and there will be plenty of games where stopping a threat until the opponent can remove the Revoker will be huge. Another possible addition would be an additional hard-to-remove finisher, such as Soul of New Phyrexia, Wingmate Roc or Reaper of the Wilds.
A major problem I see with the deck is that it needs noncreature ramp. After a board wipe, the chances of being able to Chord for 9 or 10 are really remote, meaning that you will need to be able to hardcast your creatures against control without the benefit of ramp creatures or convoke. Adding ramp spells would help, though there aren't any that are great.
Keep in mind that a large part of the strength of a deck like this comes from the sideboard. Tutors mean that you actually have a decent chance of seeing sideboard cards early without running a full playset, and you can run specific game-breaking singletons as well. These will be largely dependent on the meta, but stuff like Anafenza for graveyards, Aegis of the Gods for burn, or even Archetype of Endurance to counter removal-based black/Sultai control decks.
As said above me, monsters needs to be a proactive deck. Card draw is there to let you keep drawing more monsters. Temur Ascendancy is excellent against control decks, making their removal 0-for-1 and letting you do damage any time they need to use sorcery speed removal, while giving you the gas to overrun opposing midrange. However, it isn't very good against aggro decks. Winning against aggro should be a matter of Courser/Caryatid blocking to buy time for you to get more blockers out, not hoping you draw Anger. Running Caryatid and Mystic gives you much more speed against other midrange, and gives you a chance to get going before control can start sculpting their hand or playing walkers. Anger is a sideboard card that can wreck aggro, not a mainboard card that you weaken your deck to work with. Ascendancy is good, but should probably only be a 3-of, as you need as many beaters as possible (the third copy is good in the sideboard)
I agree with the earlier comment that this needs to be a Chord toolbox list first, with Ob as a singleton that can come in as a surprise for free wins (or really weaken an opponent trying to play around it). Since the only requirements for that is that it be a GB midrange deck, why not go Junk instead? You already mentioned that blue doesn't offer a whole lot, but white brings some useful toolbox cards as what is probably a stronger midrange shell, at the cost of losing some late-game power (Sagu Mauler and draw spells mainly).
Sarkhan, Soul of Shandalar/New Phyrexia. Depending on how many other creatures you are running (Such as Brimaz), you could also use Wingmate Roc or Soul of Theros.
You need more copies of End Hostilities, as well as permanents that can simply take over the game, such as Elspeth. Right now you have very few ways to actually win, you instead rely on trading 1-for-1 until you can get Keranos out to burn them down or cast a big Empty the Pits. Thats only 3 cards that can really win for you, with no way to draw them or ensure you have removal. You cannot trade 1-for-1 indefinitely, and you have so few win cons that you will need to keep trading for a long time. What happens when the opponent lands a Sagu Mauler or Narset? You have one card that can kill them and no ways to dig for that card. What about Zurgo Helmsmasher or Surrak? Downfall is the only way for you to avoid taking a big chunk of damage. How about the various Ascendancies? All you have is Banishing Light, if you dont draw it they will quickly overwhelm your ability to trade 1-for-1. Downfall and Light are also your only outs to planeswalkers too big to burn, who only need to activate once or twice to give you serious problems.
The lack of finishers or draw spells means that you end up trying to simply delay the game for as long as possible, but have few things to actually work towards. You simply trade and delay until you eventually get overwhelmed or don't draw the right thing for a hard-to-answer card
The untap is important for Nissa. It lets you attack with manlands then still use them for mana, or it can act as ramp. The problem with a three color deck is that we often wont have excess lands that we can use for attacking, and losing a land or two to removal can make it really difficult to cast our spells. Control decks will have ways to kill the animated lands, and the tempo loss from them doing so can create real problems for a 3 color deck. When you cast her you will often need to be careful to not animate too many lands into End Hostilities, as well as still needing the lands for mana. Her untap offsets this, letting you cast something and still swing, as well as giving her something useful to do once you already have a few lands animated and can't risk making more.
She is still good and can prevent flooding out, but if all we can do with her for a few turns is make one manland, she isn't doing enough. Not saying she isn't good enough, because she is certainly an option (especially if we decide we need to run more lands, making her anti-flooding helpful), it's just that we do have a lot of options and she isn't necessarily the best one. Comparing her to Stormbreath is really just a question of how aggressive the deck will be. The longer you plan on going the more impact Nissa can have, while the more aggressive you are the better Stormbreath/Sarkhan is for finishing off the opponent.
While my deck is still really fluid (been busy and haven't done as much testing as I would like), I really dont think Iroas or Ankle Shanker belong in this deck. Neither contribute much damage, all they do is let you swing past blockers (maybe fine as sb cards for Junk or RUG monsters, but not mainboard material). I think the way to go here is either all-in aggro in two colors, or a little slower but more powerful in three colors (though sticking to 2color+splash). The two color decks can run the high volume of 1- and 2-drops, while the three color version would want to use 1- and 2-drops from only one or two colors, and then splash for things like Butcher, Ascendancy, and sideboard options. The 3color version, while slower, has lots of resiliency with things like Bloodsoaked Champion, Butcher, and maybe even Helmsmasher as a finisher. Tymaret could fit in the 3-color deck that is less focused on winning as fast as possible and more focused on having a midgame, though I have never been a big fan of him (his abilities cost too much for a fast aggro, and until now there han't been a midrange deck that wants the effect, but if any deck was a good fit for him it's this one). Grim Haruspex is another card to consider in the slower version, a decent body and excellent draw power (or at least a lightning rod for removal). Having an easy casting cost is a bonus (it and Rabblemaster seem to be the main reason to go RB, as white's premier three drop, Brimaz, has the much more difficult 1WW)
I have no idea how people are defending Stormbreath Dragon in this meta, and not Nissa.
It isn't Nissa's power level that is the problem, it is how much she can do in this deck. This deck is going to play so few forests (due to requiring the ability to get 1GG for courser as well as be able to have 1RR on at turn four to cast Anger after boards vs aggro. You also want to be able to cast Savage Knuckleblade or Temur Charm. Without Forests to untap, Nissa loses a lot of her power, and, as mentioned above, a three color deck often can't afford to lose a land.
I think overall that Ferocious is going to be a more all-or-nothing plan, either you are invested in running enough big creatures to make it worth playing Ferocious cards, or you are not. Using Ferocious will probably mean running a Rattleclaw Mystic or two (as copies 5+6 of Caryatid), and not running any walkers other than Sarkhan (who can be a creature). That deck can use stuff like Polukranos, Sagu Mauler, Surrak, Stormbreath, Savage Knuckleblade, and maybe the new hydra as strong, resilient beaters who can turn on Ferocious or activate Temur Ascendancy.
For a deck that wants to rely on walkers, I don't think Ferocious is going to be reliable. There is also the problem of only having a few creatures, meaning that the opponent will usually have enough removal for them.
Another option for a resilient finisher is Keranos, God of Storms. While there is plenty of removal in standard that can hit gods, it is questionable how much will actually see play now that MUD and mono black look to be gone (or at least vastly changed). If there are few noncreature enchantments being played, there probably wont be a large amount of enchantment removal, allowing Keranos to stick around giving huge card advantage.
Something else I'm considering is running a slower deck that tries to blank any of the opponent's removal that can't target planewalkers. This means dropping Stormbreath in favor of Sarkhan and Polukranos in favor of Sagu Mauler. I'm fine with both of those, the only problem is that I don't want to lose Courser. Depending on how the meta shakes out though, the card advantage gained by completely blanking several cards in an opponent's deck could be well worth it. This would be more on the walker-based control end of the spectrum, probably using some counters as well as Aetherspouts and 2 copies of Dig Through Time to give a lot of late game power.
Not an exact list, but Siege Rhino, Butcher of the Horde, Savage Knuckleblade, and Mantis Rider (all the rare non-intro pack tricolor creatures except Sultai's) all look pretty good. The charms and ascendancy cycles are both excellent and overall very powerful. Sarkhan is quite strong, as is Surrak. Bloodstained Hero and Grim Haruspex are both excellent on their own and work even better together. Villainous Wealth will be an EDH staple, Narset will be a pretty popular commander. Monastery Swiftspear is worth Modern testing, and every non-aggro deck that can will run a few copies of one of the good delve cards (Treasure Cruise, Murderous Cut, Empty the Pits, and especially Dig Through Time). Naturally the fetchlands are great and will be used in Modern (though I'm not sure that they will actually make a significant impact, I don't really think the manabase can be much better). Anafenza is a mirror-breaking sideboard card for Pod.
Delve was never going to be a mechanic that you build a deck around, it was always going to be slotting the best few delve cards into a midrange/control build that was going to fill up the graveyard naturally by playing their cards (sped up a little by Ascendancy and Charm, which are both good on their own) or into a Nighthowler build to remove any noncreatures that get dumped. Delve has diminishing returns with itself (the more you have the worse each one is), so no deck ever wants more than a few delve cards. No card with delve will ever see play in ANY constructed format except the best 2-3 cards for a deck type. Right now the cards that look like they will see play are Murderous Cut, Empty the Pits, and either Treasure Cruise or Dig through time (most likely only one of the blue draw spells, whichever turns out to be better-my vote is dig through time). That isn't a lot, but consider that every deck (except aggro) using either of those colors will be playing at least 2-3 copies of one of those cards. That is probably more Constructed play than any of the other clan mechanics will get.
For standard I think it might face to much competition for the 3-drop spot in any deck that isn't dedicated to tokens. If there is a token deck that can hit double red, this will be in it, as it is overall better than Dragon Fodder/Krenko's Command. Unfortunately for this, while there are lots of decent token producers, there are also cards that care about nontoken creatures (haruspex and Mardu ascendancy), and it seems like just straight aggro will be better than token based aggro.
Just for lols, Purphoros on the field, Howl of the Horde into this...
The morph lets you hide the card's identity to protect it from removal (as this would otherwise be the #1 target), letting you keep it as a 2/2 for the same cost until you are ready to actually use the ability. Flipping this before one of your creatures dies is a much bigger impact than flipping a ripper would be.
Yeah, I know that... But as I said (and you all seem to ignore), I was talking about standard. In an aggro deck (which is where I supose this creature should be played), if you spend 3 mana to play a vanilla bear you are doing it wrong, so you won't be playing many morphs; and if this is the only one you play, you are not going to surprise a lot of people (he's going to be the #1 target morphed or not), so you'll usually play him faced up. And as I also said, limited is another thing because you'll be playing lots of morphs.
Of course I can be wrong and this creature might end up being played in other decks than aggro, or several other aggro creatures with morph are revealed, but that's what I think.
While it is true that it is very likely that an aggro deck with this wouldn't have any other morphs (meaning the opponent might assume that any morph creature is this), if you are playing another morph card then you can get them to waste removal on a weaker card. However, it is true that in aggro this is likely the only morph card you would want to play, so you would usually want to just play it face-up.
This isn't just an aggro card though. Drawing a card when your creatures get killed is also fantastic in a midrange deck, where it can force the opponent to use unconditional removal (like downfall) on your 3-drop instead of using it on your 5- or 6-drop (or trade 1-for-2 for your creatures, usually even worse due to those creatures abilities). While the morph would be more helpful if it was in Temur colors (which have a lot of midrange creatures with morph), Haruspex's easy casting cost enables it to fit into a variety of midrange decks, where morph creates more of a mystery.
There are quite a lot of warrior tribal cards. Mardu warriors might actually be possible by the end of the block (I would expect a decent number of warriors to be printed). Raider's Spoils isnt insanely strong even in an all warrior deck though, so while Chief of the Edge is good it will still require another tribal card or two as well as several more playable warriors
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A major problem I see with the deck is that it needs noncreature ramp. After a board wipe, the chances of being able to Chord for 9 or 10 are really remote, meaning that you will need to be able to hardcast your creatures against control without the benefit of ramp creatures or convoke. Adding ramp spells would help, though there aren't any that are great.
Keep in mind that a large part of the strength of a deck like this comes from the sideboard. Tutors mean that you actually have a decent chance of seeing sideboard cards early without running a full playset, and you can run specific game-breaking singletons as well. These will be largely dependent on the meta, but stuff like Anafenza for graveyards, Aegis of the Gods for burn, or even Archetype of Endurance to counter removal-based black/Sultai control decks.
The lack of finishers or draw spells means that you end up trying to simply delay the game for as long as possible, but have few things to actually work towards. You simply trade and delay until you eventually get overwhelmed or don't draw the right thing for a hard-to-answer card
She is still good and can prevent flooding out, but if all we can do with her for a few turns is make one manland, she isn't doing enough. Not saying she isn't good enough, because she is certainly an option (especially if we decide we need to run more lands, making her anti-flooding helpful), it's just that we do have a lot of options and she isn't necessarily the best one. Comparing her to Stormbreath is really just a question of how aggressive the deck will be. The longer you plan on going the more impact Nissa can have, while the more aggressive you are the better Stormbreath/Sarkhan is for finishing off the opponent.
<blockquote class="source-quote"></blockquote> It isn't Nissa's power level that is the problem, it is how much she can do in this deck. This deck is going to play so few forests (due to requiring the ability to get 1GG for courser as well as be able to have 1RR on at turn four to cast Anger after boards vs aggro. You also want to be able to cast Savage Knuckleblade or Temur Charm. Without Forests to untap, Nissa loses a lot of her power, and, as mentioned above, a three color deck often can't afford to lose a land.
I think overall that Ferocious is going to be a more all-or-nothing plan, either you are invested in running enough big creatures to make it worth playing Ferocious cards, or you are not. Using Ferocious will probably mean running a Rattleclaw Mystic or two (as copies 5+6 of Caryatid), and not running any walkers other than Sarkhan (who can be a creature). That deck can use stuff like Polukranos, Sagu Mauler, Surrak, Stormbreath, Savage Knuckleblade, and maybe the new hydra as strong, resilient beaters who can turn on Ferocious or activate Temur Ascendancy.
For a deck that wants to rely on walkers, I don't think Ferocious is going to be reliable. There is also the problem of only having a few creatures, meaning that the opponent will usually have enough removal for them.
Another option for a resilient finisher is Keranos, God of Storms. While there is plenty of removal in standard that can hit gods, it is questionable how much will actually see play now that MUD and mono black look to be gone (or at least vastly changed). If there are few noncreature enchantments being played, there probably wont be a large amount of enchantment removal, allowing Keranos to stick around giving huge card advantage.
Something else I'm considering is running a slower deck that tries to blank any of the opponent's removal that can't target planewalkers. This means dropping Stormbreath in favor of Sarkhan and Polukranos in favor of Sagu Mauler. I'm fine with both of those, the only problem is that I don't want to lose Courser. Depending on how the meta shakes out though, the card advantage gained by completely blanking several cards in an opponent's deck could be well worth it. This would be more on the walker-based control end of the spectrum, probably using some counters as well as Aetherspouts and 2 copies of Dig Through Time to give a lot of late game power.
Just for lols, Purphoros on the field, Howl of the Horde into this...
Also a lock for every Krenko EDH deck.
While it is true that it is very likely that an aggro deck with this wouldn't have any other morphs (meaning the opponent might assume that any morph creature is this), if you are playing another morph card then you can get them to waste removal on a weaker card. However, it is true that in aggro this is likely the only morph card you would want to play, so you would usually want to just play it face-up.
This isn't just an aggro card though. Drawing a card when your creatures get killed is also fantastic in a midrange deck, where it can force the opponent to use unconditional removal (like downfall) on your 3-drop instead of using it on your 5- or 6-drop (or trade 1-for-2 for your creatures, usually even worse due to those creatures abilities). While the morph would be more helpful if it was in Temur colors (which have a lot of midrange creatures with morph), Haruspex's easy casting cost enables it to fit into a variety of midrange decks, where morph creates more of a mystery.