So I've been playing this deck for about 2 weeks now on MTGO and didnt event realize I've been playing the deck without Ancient Stirrings in my 75.
No reason... I just complete forgot to add it. Had no clue until I was watching this weekends SCG event and someone played it.
I used to play G Tron in paper, now just MTGO and I guess it just missed it. Not having physical cards in front of you make deck building different.
Upside! The deck has been fine without it even if there is a banning. Now that I realized its not in I might actually take out Expedition Maps to add them. Crazy right? I find map too slow.
Big picture, with the new London Mulligan and aggressive mulligans this deck is fine without.
Personally I think the the Mulligan rule needs to go an it makes deck like Tron seriously consistent. However, it does make sideboard cards more viable.
I just thought it would be cool to share. Before Hogaak/Bridge there was tons of talk about Stirrings banning and I'm not worried about it anymore.
I can defiantly see your take on Mariner and happy to has some experience with it. I was evaluating the card in that sense as well but I haven't tried him yet. Regardless, I love the card and going to give him a go just to show off his legs.
Overall, Mariner is actually a REALLY powerful card... in the right meta and one day he may be very viable in Spirits. I feel like many overlooked him in MH, however. With the current state of modern, he's just not that good. I'm not too thrilled with the state of modern at the moment. I feel every new archetype is shifting the format to be less and less interactive. It's like most decks are just rushing to do they're own thing they do best and that's it.
I am curious to see how things shake up with the next banning announcement. I really feel like they are going to bring back something(s). Nevertheless, here is not the discussion for that.
I dont know why people cant see Goyf in a standard set. He probably woulnd be that good in limited and fine in standard.
You also forget the card was nothing when it first came out. Its a lot better in legacy and modern. There is no reason why he cant be printed in standard.
I just want to say, I have been very, very impressed with the results this deck has been putting up of late. And suprised to be honest. I have been follow it an it seems to consistently make TOP 8, but appears to struggle hitting a 1st place. It's interesting, this deck just needs something to place it as that 1st place contender.
I need to be following this thread more. I have been building this deck, with excitement, just missing some fetch lands.
Once I get it fully running I plan on playing it regularly to see where I can get it. But thank all of you guys for shared your games and thought process. I want to see this deck hit 1st at a big event.
Okay, so its not just me on the Image being the next week link to cut.
Tweaks:
I like the idea of Moorland Haunt. 3 CMC to snap in a Spirit and trigger a Wonderer into a Spell Pierce? Okay! I dig. Is it better then Township which can do the same on 5 CMC? Idk...
Runed Halo sounds like a cute idea? I'm going to look into more scenarios where I might want that.
I feel like out of those 3 Reflector Mage has the best shot, but what makes him better than another Path for 1 CMC? 3 CMC Sorcery speed can make or break a game at times.
Dispel and Negate is where I'm holding in agreement to right now. Like I said in my earlier post, I really wish I had more disruption and I think that's the key but that from my personal experience.
It does look like we have disruption in our crazed little Cursecatcher and Spellqueller, but its also so obvious for our opponent to play around. Any player will play their valued card around Cursecather so hes more like a tax. And a smart player will bait into Spellqueller. Spellqueller also doesn't hit some key cards like Ad Nauseam for example. Having that 1 cmc up for Spell Pierce can really protect you. I'm going to give it a while w/ some kind of split w/ 3 counter magic MD because there have been some games where I looked at my Paths or Steel or even Spellqueller, and rally wish it was a counter to pull me through that one extra turn.
Sadly it doesn't leave much room for flex but here is what I'm thinking:
i was thinking about the Rhox War monk/steel of the godhead thing. In the most played version of this deck, "lifegain" cards usually get 4 slots, 2 in the main deck and 2 in the sideboard. These 4 slots seldom see the inclusion of more spirits (Kira, Nebelghast Herald) or Favorable Winds
Anyway, the most often played split is 2 Steel of the Godhead MB and 2 Blessed Alliance SB
NOTE: blessed alliance is an extremely versatile card and I love it! I was even thinking about moving it in the mainboard in a 2+2 split with Path to exile, because of so many decks not playing relevant creatures these days!
Even though i personally like Steel of the Godhead, i feel like it's not what this deck wants.
This card is mainly there for Geist of Saint Traft, as a way to give him unblockability, and lifelink. In my opinion, indeed, the Geist+Steel synergy very rarely occurs, and the card has its maximum effect on Geist, Queller and Drogskol (which are blue and white creatures). These issues lead me to look for a more versatile and/or cheap alternative (or radically move to something else)
I was wondering about some alternatives to these:
Azorius Herald, which I don't like because of the fact that i's a nonbo with coco and it's mana inefficient
alternatives to Steel of the Godhead, like Lifelink
i was thinking also about Armadillo cloak (and its modern functional reprint which name I can't remember). It gives +2/+2 and lifelink to ANY creature, and trample can be a good substitute to pure evasion.
So, these are my conclusions about this aspect. I'm really curious about what is your opinion on the matter!
I couldn't agree with you more on the Rhox/ Steel front. Granted I don't have much play experience, but I still quickly noticed how much I would have preferred something more impactful in those slots. As much as I love Blessed Alliance I wouldn't place it in over Path simply due to it trigger only on attack, and opponent gets to choose if there are multiple. Overall that 'Attack Trigger' of Blessed Alliance can make or break a game. Still has defiantly appeared to be a win more senior.
The deck has awesome synergy, but I feel its slower then all other hyper agro decks out there, an doesn't have enough disruption to fight off combo and this is two areas where there should be a focus. I was thinking about dropping a few things to make 4 spot removal MD and add some Counter Magic MD as well. I don't know if its the right move, but That flex Steel/ Rhox spot looks like it would be better w/ some disruption to keep me ahead.
How are you guys feeling about Phantasmal Image? I don't like it... the Captain/ Clone combo is cute, but its not necessary. Between 4 Soulless and 4 Rattle Chains we can easily protect him as it is, so are we really just looking for the extra lord boost? Its another slot I think we can do better with.
Has anyone played w/ Nebelgast Herald? Is he useless? It looks like it might fit well to slow down other aggro builds. He basically looks like a week Merrow Reejerey.
I haven't tried it yet but I will be testing out Vapor Snag. This looks like a temp deck w/ tricks so I feel like Snag would be the way to go (unless you see a siege rhino) and I really don't like the idea of ramping my opponent up w/ Path when I want to be ahead of the game in a tempo build.
I feel like Phantasmal Image is the weakest card in the deck, does anyone else agree? The only card worth cloning is Captain, and I feel we have more then enough ways to protect him between Rattlechains and Selfless Spirit. I'll be dropping him for sure, I just feel like he's dead w/o Captain on the table.
What are everyone's thoughts on Steel of Godhead? I feel like its a big hit or miss? Meaning 2 for one situation or overkill attached to a Geist? I think I would prefer another creature in its spot like Rhox War Monk but I can play around.
I will also be trying Strangleroot Geist in place of Phantasmal Image. Yes, it CMC cost may be difficult T2 but it will give us the tempo play and its a body, especially after a T1 Hierarch is nice. Any thoughts on that?
I'm not aware if there are restriction to adding links on the forums so I left it out and apologize.
On MTGO I seen a list by WoOtoO, placed 5-8th that played 35 creatures. Four of them here Spellstutter Sprite and I found that to be very, very, interesting. Does anyone think that is an overall better play then say... Spell Pierce? With Phantasmal Images and Mutavaults its not like there the only Faerie in the list. He also played Mothdust Changeling, and as to why I dont understand.
Those are the kind of responses I was looking for. Sometimes things on paper always look a lot better or worse until you see play with them. I have not played a game yet, just need a couple of things to finish the deck out so you answered my question well and Ill cross her off the list atm.
I'm not sold Phantasmal Image just yet. I already own them so it doesn't hurt to give it a try but with Twin being popular and all I don't see them being better then other options.
So I decided to get into Blue Folk for this modern season (mainly due to Master of Waves) and been reading up on it for a while.
I was hoping for some opinions or more so anyone's experience with Thassa, God of the Sea. I read very little talk of her, and I see she is used here and there as a one of. Does anyone have any actual experience on how effective she is?
IMO, on paper she looks like a must in this deck but I'm still new to this. Her Scry is fairly relevant to keep the deck from being mana flooded (no pun intended) and her her second ability makes her a threat. Devotion? Well... most of the deck cost UU and I want full advantage of that for the Master anyway. Is Merrow Reejerey just that much better?
What do you purpose green would assist in? Rites of Flourishingcan be of great assistance, but the instant speed capability of Dictate IMO makes it superior allowing you to hold up counter magic. There is ramp, in all various forums but is it worth it?
That list was posted on SCG this morning by Gerry Thompson.
It's a very fun a quick build, and adding Death's Shadow is interesting in itself. It works well with the... I dont want to say synergy considering it functions in the opposite spectrum but it fits in here.
Does anyone know why Not of This World is a card that was never played in this build? Generally, the idea is to get the creature to power > 7 so most often I would imagine it becomes a free spell... a free counter spell not to mention, that can keep your critters alive and feeds to everything.
Just a thought. I might give this deck a try again.
I never knew there was a thread for this deck, cool.
You guys should really consider dropping the 1 cmc cantrips and add in a full set of Boomerang.
From my experience, Visions and Sleight have always been a disappointment and playing Jace and full set of Mine's they are not needed. Although dropping them adding a 5th Howling Mine effect is helpful so I have a single Kami of the crescent moon
Boomerange is actually an excellent card in the deck that can even have the potential of being an early game time walk if you choose to hit the opponents lands. Considering the deck is very dependent on making it to 5 mana (Time Warp) it becomes a very helpful card in slowing down your opponent along with a full set of Cryptic Commands.
I have also used both boomerang and cryptic to bounce lands in the mid/late game so if my opponent did manage to break free of a Time Walk (if there is a slim chance you fail to draw one) you can actually pass turns leaving opponent with as little as one to no land.
Spell Pierce also is becoming a very popular card in modern, and a card that can mess this deck up with as little as one mana. Being that most spells in this deck are instant you can use Boomerang to bounce that one land your opponent left untapped to ensure your safe Time Walk play.
Not only that but its very nice and helpful having at least one piece of removal in the deck. A Tarmogoyf clock is hard.
Nobody has to agree with me but you should all at least give it a try.
I generally prefer to mill myself out with Jace and win with Maniac just so my opponent doesnt need suffer as much but it's a greater risk for courtesy.
Telling Time is more the just 'cute', I really like the instant speed plus digging 3 cards deep give a chance of setting up a Miracle. Generally it comes out for more counter or SB tec.
EDIT: Fixed deck. I unintentionally set everything as a four of.
No reason... I just complete forgot to add it. Had no clue until I was watching this weekends SCG event and someone played it.
I used to play G Tron in paper, now just MTGO and I guess it just missed it. Not having physical cards in front of you make deck building different.
Upside! The deck has been fine without it even if there is a banning. Now that I realized its not in I might actually take out Expedition Maps to add them. Crazy right? I find map too slow.
Big picture, with the new London Mulligan and aggressive mulligans this deck is fine without.
Personally I think the the Mulligan rule needs to go an it makes deck like Tron seriously consistent. However, it does make sideboard cards more viable.
I just thought it would be cool to share. Before Hogaak/Bridge there was tons of talk about Stirrings banning and I'm not worried about it anymore.
I can defiantly see your take on Mariner and happy to has some experience with it. I was evaluating the card in that sense as well but I haven't tried him yet. Regardless, I love the card and going to give him a go just to show off his legs.
Overall, Mariner is actually a REALLY powerful card... in the right meta and one day he may be very viable in Spirits. I feel like many overlooked him in MH, however. With the current state of modern, he's just not that good. I'm not too thrilled with the state of modern at the moment. I feel every new archetype is shifting the format to be less and less interactive. It's like most decks are just rushing to do they're own thing they do best and that's it.
I am curious to see how things shake up with the next banning announcement. I really feel like they are going to bring back something(s). Nevertheless, here is not the discussion for that.
You also forget the card was nothing when it first came out. Its a lot better in legacy and modern. There is no reason why he cant be printed in standard.
I need to be following this thread more. I have been building this deck, with excitement, just missing some fetch lands.
Once I get it fully running I plan on playing it regularly to see where I can get it. But thank all of you guys for shared your games and thought process. I want to see this deck hit 1st at a big event.
Tweaks:
I like the idea of Moorland Haunt. 3 CMC to snap in a Spirit and trigger a Wonderer into a Spell Pierce? Okay! I dig. Is it better then Township which can do the same on 5 CMC? Idk...
Runed Halo sounds like a cute idea? I'm going to look into more scenarios where I might want that.
I feel like out of those 3 Reflector Mage has the best shot, but what makes him better than another Path for 1 CMC? 3 CMC Sorcery speed can make or break a game at times.
Dispel and Negate is where I'm holding in agreement to right now. Like I said in my earlier post, I really wish I had more disruption and I think that's the key but that from my personal experience.
It does look like we have disruption in our crazed little Cursecatcher and Spellqueller, but its also so obvious for our opponent to play around. Any player will play their valued card around Cursecather so hes more like a tax. And a smart player will bait into Spellqueller. Spellqueller also doesn't hit some key cards like Ad Nauseam for example. Having that 1 cmc up for Spell Pierce can really protect you. I'm going to give it a while w/ some kind of split w/ 3 counter magic MD because there have been some games where I looked at my Paths or Steel or even Spellqueller, and rally wish it was a counter to pull me through that one extra turn.
Sadly it doesn't leave much room for flex but here is what I'm thinking:
4 Noble
4 Wanderer
4 Rattle Chains (maybe cut one for flex?)
4 Selfless
4 Spellqueller
4 Captain
3 Geist
4 CoCo
3 Path
3 Counter Split
1 flex?
22 land
This provides 27 hits for CoCo which is plenty. I really wish we had a bomb shell like Merfolk has Master of Waves.
An those playing Favorable WInds... yea... not liking that at all.
I couldn't agree with you more on the Rhox/ Steel front. Granted I don't have much play experience, but I still quickly noticed how much I would have preferred something more impactful in those slots. As much as I love Blessed Alliance I wouldn't place it in over Path simply due to it trigger only on attack, and opponent gets to choose if there are multiple. Overall that 'Attack Trigger' of Blessed Alliance can make or break a game. Still has defiantly appeared to be a win more senior.
The deck has awesome synergy, but I feel its slower then all other hyper agro decks out there, an doesn't have enough disruption to fight off combo and this is two areas where there should be a focus. I was thinking about dropping a few things to make 4 spot removal MD and add some Counter Magic MD as well. I don't know if its the right move, but That flex Steel/ Rhox spot looks like it would be better w/ some disruption to keep me ahead.
How are you guys feeling about Phantasmal Image? I don't like it... the Captain/ Clone combo is cute, but its not necessary. Between 4 Soulless and 4 Rattle Chains we can easily protect him as it is, so are we really just looking for the extra lord boost? Its another slot I think we can do better with.
Has anyone played w/ Nebelgast Herald? Is he useless? It looks like it might fit well to slow down other aggro builds. He basically looks like a week Merrow Reejerey.
I feel like Phantasmal Image is the weakest card in the deck, does anyone else agree? The only card worth cloning is Captain, and I feel we have more then enough ways to protect him between Rattlechains and Selfless Spirit. I'll be dropping him for sure, I just feel like he's dead w/o Captain on the table.
What are everyone's thoughts on Steel of Godhead? I feel like its a big hit or miss? Meaning 2 for one situation or overkill attached to a Geist? I think I would prefer another creature in its spot like Rhox War Monk but I can play around.
I will also be trying Strangleroot Geist in place of Phantasmal Image. Yes, it CMC cost may be difficult T2 but it will give us the tempo play and its a body, especially after a T1 Hierarch is nice. Any thoughts on that?
This is a really powerful card.
Did you mean Spell Pierce? You speak highly of Spell Snare but I don't even see one in your list.
Edit: Sorry, I think I replied to the wrong post by mistake.
On MTGO I seen a list by WoOtoO, placed 5-8th that played 35 creatures. Four of them here Spellstutter Sprite and I found that to be very, very, interesting. Does anyone think that is an overall better play then say... Spell Pierce? With Phantasmal Images and Mutavaults its not like there the only Faerie in the list. He also played Mothdust Changeling, and as to why I dont understand.
Just thought it was an interesting list and idea.
Thanks guys!
Those are the kind of responses I was looking for. Sometimes things on paper always look a lot better or worse until you see play with them. I have not played a game yet, just need a couple of things to finish the deck out so you answered my question well and Ill cross her off the list atm.
I'm not sold Phantasmal Image just yet. I already own them so it doesn't hurt to give it a try but with Twin being popular and all I don't see them being better then other options.
So I decided to get into Blue Folk for this modern season (mainly due to Master of Waves) and been reading up on it for a while.
I was hoping for some opinions or more so anyone's experience with Thassa, God of the Sea. I read very little talk of her, and I see she is used here and there as a one of. Does anyone have any actual experience on how effective she is?
IMO, on paper she looks like a must in this deck but I'm still new to this. Her Scry is fairly relevant to keep the deck from being mana flooded (no pun intended) and her her second ability makes her a threat. Devotion? Well... most of the deck cost UU and I want full advantage of that for the Master anyway. Is Merrow Reejerey just that much better?
It's a very fun a quick build, and adding Death's Shadow is interesting in itself. It works well with the... I dont want to say synergy considering it functions in the opposite spectrum but it fits in here.
Does anyone know why Not of This World is a card that was never played in this build? Generally, the idea is to get the creature to power > 7 so most often I would imagine it becomes a free spell... a free counter spell not to mention, that can keep your critters alive and feeds to everything.
Just a thought. I might give this deck a try again.
You guys should really consider dropping the 1 cmc cantrips and add in a full set of Boomerang.
From my experience, Visions and Sleight have always been a disappointment and playing Jace and full set of Mine's they are not needed. Although dropping them adding a 5th Howling Mine effect is helpful so I have a single Kami of the crescent moon
Boomerange is actually an excellent card in the deck that can even have the potential of being an early game time walk if you choose to hit the opponents lands. Considering the deck is very dependent on making it to 5 mana (Time Warp) it becomes a very helpful card in slowing down your opponent along with a full set of Cryptic Commands.
I have also used both boomerang and cryptic to bounce lands in the mid/late game so if my opponent did manage to break free of a Time Walk (if there is a slim chance you fail to draw one) you can actually pass turns leaving opponent with as little as one to no land.
Spell Pierce also is becoming a very popular card in modern, and a card that can mess this deck up with as little as one mana. Being that most spells in this deck are instant you can use Boomerang to bounce that one land your opponent left untapped to ensure your safe Time Walk play.
Not only that but its very nice and helpful having at least one piece of removal in the deck. A Tarmogoyf clock is hard.
Nobody has to agree with me but you should all at least give it a try.
My list:
Counter
2x Spell Pierce
4x Remand
4x Cryptic Command
2x Telling Time
4x Howling Mine
2x Jace Beleren
1x Kami of the Crescent Moon
4x Time Warp
4x Temporal Mastery
4x Walk of Aeons
Win
1x Laboratory Maniac
I generally prefer to mill myself out with Jace and win with Maniac just so my opponent doesnt need suffer as much but it's a greater risk for courtesy.
Telling Time is more the just 'cute', I really like the instant speed plus digging 3 cards deep give a chance of setting up a Miracle. Generally it comes out for more counter or SB tec.
EDIT: Fixed deck. I unintentionally set everything as a four of.