Superfriends tends to be one of the more boring archetypes to play in EDH. Pick a 5-color commander, slam the best PWs, pray you win.
But with the new Will and Rowan, I decided to try and put a spin on things with a U/R Superfriends list. Which means the obvious tech choices of Primeval's Glorious Rebirth and Deploy the Gatewatch aren't options.
The big question is whether to go with the blue counter suite route to protect (the blue choice), or go with a board wipe based strategy to try and keep the pressure off (the red choice).
The PW choices are surprisingly robust, with solid options like Dack Fayden, Ral Zarek, Tamiyo the Moon Sage, Tezzeret the Seeker, and Chandra, Torch of Defiance. JTMS is a little outside my price range at the moment. Deepglow Skate plays nice along with other proliferation options like Contagion Engine.
So what are your thoughts on this idea moving forward?
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"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
I actually recently posited a thread for Azorius Superfriends, but decided to put that idea on a back burner until Commander 2018 is released since the scuttlebutt is that the set will involve or be themed with Planeswalkers.
Anyway, not really looking into any particular cards or pulling and particular cards out of my head from your considered options (control v. board wipe, i.e. red pill or blue pill a la The Matrix), if it were me, I would start with the red pill/red option/board wipes because I feel you can make up a potential huge card advantage on this by using one wipe or bigger burn spell to take out swaths of opposing creatures. Control/counters is still a good option, but I've felt it's harder to keep up by trying to counter everything that may seem like a threat to me in mostly 1-for-1 trades. This way, you can let whatever creatures (since those are your biggest threat to deal damage to PWs) stick to the board and when it comes to your turn, wipe 'em out, along with every other creature on the field! Along with that, I would still consider the blue "mass bounce board wipes" as on theme and a way to deal with indestructibles and things that have protection from red and ways to deal with massive amounts of non-creature permanents once they stick to. Things like River's Rebuke, Scourge of Fleets, Aetherize, Aetherspouts, Wash Out, Evacuation, Engulf the Shore, Whelming Wave, and Aether Gale.
Personally, I'd go for cards like Jokulhaups & Obliterate for their synergy with planeswalkers. Get one or both down & then sweep the board. Alternatively or additionally, you could stick with options that leave artifacts around, such as Wildfire, Destructive Force, Devastating Dreams, and Devastation.
Counterspells don't play very well with planeswalkers, especially 6 mana ones. You will need to tap out to cast them and won't have mana up to counter removal. Just play the most efficient counterspells.
You have 2 generals. I would play a lot of ramp and board wipes (including the blue bounce all effects). I would hope that you get the first of the two planeswalkers down by turn 4 consistently. I've played Ob Nixilis of the black Oath for a few years and having PW in your command zone lets you do some thing more reliably, such as play Oaths. I would recommend playing Oath of Jace. Also, The Chain Veil.
The only thing I dislike is how difficult it will be to win. The red ultimate goes really well with other planeswalkers, so I guess that can be a win condition. What does the blue ultimate do? Double board wipe?
Some form of boardwipe control featuring Crucible of Worlds seems like the obvious route to take, though that will not make you very populair I guess. Fanning the Flames could be a good wincon with the emblems. Overburden can help prevent people from flooding the board to an unmanageable state. Cost reducers like Cloudkey, Sapphire Medailion and Memory Crystal and Primal Wellspring to fuel Clockspinning and Capsize for getting emblems. A flash package obviously. Inexorable Tide for proliferation. Darksteel Reactor as an alternate win? Mizzix in the 99 as well as Sphinx Bone Wand. Won’t be tier 1, but it will be fun.
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The secret to enjoyable Commander games is not winning first, but losing last.
If my post has no tags, then i posted from my phone.
I just realized Rowan Kenrith's {-2} ability is damage to tapped creatures, so things like Sleep and Guardian of Tazeem seem okay to use on top of the goad cards @Dunharrow mentioned.
Quote from Dunharrow »
The only thing I dislike is how difficult it will be to win. The red ultimate goes really well with other planeswalkers, so I guess that can be a win condition. What does the blue ultimate do? Double board wipe?
The ultimate abilities give emblems that copy up activated abilities and spells. I'm sure there's a win condition out there that's on theme even by copying Comet Storm - I know Comet Storm seems unoriginal, but there's a bunch of similar spells or abilities that could work that I just can't name right now.
Based on all the ideas so far, we have a 20 card PW set, running the most efficient PWs outside the command zone. Chain Veil also obvious.
Landbase is solid enough for a first build, with every duel except Volcanic Islands, Scalding Tarn, and Cascade Bluffs. Solid mana rock set (minus Sol Ring, Mana Crypt, and Mana Vault)
The board wipe squad is loading with Cyclonic Rift, Whelming Wave, Evacuation, Starstorm, Blasphemous Act, River's Rebuke, Chain Reaction, Wash Out, Disk, Obliterate, Jokulhaups
The tech choices are Thran Temporal Gateway for slamming PWs if it lives, Propaganda, Web of Inertia, Crawlspace and Collective Restraint to limit attackers.
Remaining slots look to be moving towards draw choices (BSZ? Mystic Remora/Rhystic Study?)
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"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
With Will Kenrith -2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost 2 less to cast, extra turns cards become easier to cast, and are perfect for planeswalkers. Same, same as Narset, Enlightened Master planeswalker extra turns decks.
Obviously with Will Kenrith emblem, pretty much a singular extra turn card copied, is probably going to be game if you have a number of other planewalkers that you are working towards emblems.
Also Reins of Power is a blow out card in multiplayer, as you can steal another players creatures to block incoming creatures on your planeswalkers, and Rowan Kenrith +2 ability can force the action. Domineering Will works in a similar way.
I'm assuming Rowan Kenrith emblem will trigger planeswalker activation's, but will you also get the additional loyalty counters for the copied ability?
[EDIT]
Of the planewalker cards these are what I would play.
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
I'm running only around seven creatures in the current list, one of which should probably be cut (Young Chandra). So Burning Sands seems like the kind of firepower that can bring the pain.
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"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
I would try to activate Rowan Kenrith ultimate as much times as possible to double any non-mana ability, then activate Will Kenrith ultimate doubling it as many time as we have a Rowan Kenrith emblem to win the game with a reasonably sized Fireball-like spell copyied by Will Kenrith emblems.
So in the deck I would play a lot of proliferation and counter doubling, with a lot of control elements like mass bounce, mass damage and counterspell to protect our planeswalkers.
I'm assuming Rowan Kenrith emblem will trigger planeswalker activation's, but will you also get the additional loyalty counters for the copied ability?
No. Adding/removing loyalty counters is the cost to activate planeswalker loyalty abilities.
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
Aetherize feels better to me than River's Rebuke. Blue Sun's Zenith and Comet Storm give you a couple of options as far as wincons with Will's emblem and having juicy copy targets.
I'm going to second the Reprecussion suggestion, as having that paired with all of the "deal damage to creature" spells you're packing, it could be back breaking.
Spot removal also feels really light, sometimes you need a scalpel and not a battle-axe. I can't make any recommendations thought, as your planeswalker combinations may be able to handle that issue for you.
Collective Restraint, Propaganda, Web of Inertia, and Crawlspace don't protect walkers. I'd pass on all of those. I'd also trim the walker count in the preliminary list down - cards like Chandra, Bold Pyromancer and Jace, the Living Guildpact are pretty bad even with heavy walker support. You might consider a counterspell or two, given that removal spells for any (nonland) permanent are common in EDH. Creature hate alone isn't going to protect your walkers all that long.
I can tell you from running mono red "super friends" that a few of your walkers are sort of bad (mostly Sarkhan and Chandra, Bold Pyromancer) and that usually, Contagion Clasp and Contagion Engine have been waaaaay too slow and durdly to work. Living Guildpact also seems awful. I'd cut them all to make way for Time Warp effects (super good with planeswalkers) and some of the above free spells.
I'm still unsure on just how to facilitate being able to cast Rowan and Will safely and quickly. My best idea was a bit of stax a la Blood Moon, Back to Basics, Ruination but it's not a consistent theme. Wraths are another option but they are mana intensive in UR, I think Leyline of Anticipation is a must as a result.
I agree with the Leyline of Anticipation sentiments. At the moment leaning hard on mass creature removal, then hoping that opponents don't have more creatures to follow up, is pretty unreliable. Finding that gap is hard, but this has always been multiplayer Super Friends decks problem.
I'm trying out Meishin, the Mind Cage. It's 7 mana, so not on curve with Will & Rowan, i.e. wanting to cast them earlier, but still if it's a card that sticks probably has all the protection you need.
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
Im still gonna end up going 5-color. I may try UR Keith twins but w/o though access to green (doubling season) I feel at a disadvantage. D season is important in superfriends.
Versus Edgar Markov (Vampire Tribal, 85% tuned): Loss 2-1
The deck has enough boardwipes to deal with Edgar's swarm potential, however Edgar's sheer speed will often ignore PWs for direct hits, and by the time you nearly stabilize, it's over. But a hand of Blasphemous Act, Starstorm, and Whelming Wave plus a landed Tezzeret got the lone win.
Versus Queen Marchesa (Mardu Reanimator, 85% tuned): Loss 2-0
Easily the worst matchup for the deck is reanimator. Lack of GY interaction combined with Marchesa's plan of generating massive value off of the Monarchy made the fight almost unwinnable. More GY interaction is needed. Relic of Progenitus?
Versus Kari Zev (Mono-Red Theft 75% tuned): Win 2-0
On the other hand, the deck can grind out value with solid haymakers against decks that don't go for the throat. Kari has PW contol and hasted beaters can cause issues, but once the twins came down, the advantage was too much.
Versus Sasaya (Mono-Green Ultra Ramp 50% tuned): Win 2-1
Sasaya's ramp package suffers badly once the land wipes are online, and while Sasaya's dredge plan is difficult to interact with, the PWs go unmolested for turns at a time. The deck is not scared of Greater Mossdog or Golgari Grave Troll.
Versus Azami (Mono-Blue Control 95% tuned): 1-1 draw
I was shocked that Will and Rowan got a win here. But even Azami can't counter every single PW, and with so many board wipes, Azami was never able to gain the card advantage that makes her so deadly. An early Ral Zarek into Tezzeret was backbreaking for Azami.
Overall, the deck needs tuning to deal with certain issues, but is promising.
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"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
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But with the new Will and Rowan, I decided to try and put a spin on things with a U/R Superfriends list. Which means the obvious tech choices of Primeval's Glorious Rebirth and Deploy the Gatewatch aren't options.
The big question is whether to go with the blue counter suite route to protect (the blue choice), or go with a board wipe based strategy to try and keep the pressure off (the red choice).
The PW choices are surprisingly robust, with solid options like Dack Fayden, Ral Zarek, Tamiyo the Moon Sage, Tezzeret the Seeker, and Chandra, Torch of Defiance. JTMS is a little outside my price range at the moment. Deepglow Skate plays nice along with other proliferation options like Contagion Engine.
So what are your thoughts on this idea moving forward?
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
I actually recently posited a thread for Azorius Superfriends, but decided to put that idea on a back burner until Commander 2018 is released since the scuttlebutt is that the set will involve or be themed with Planeswalkers.
Anyway, not really looking into any particular cards or pulling and particular cards out of my head from your considered options (control v. board wipe, i.e. red pill or blue pill a la The Matrix), if it were me, I would start with the red pill/red option/board wipes because I feel you can make up a potential huge card advantage on this by using one wipe or bigger burn spell to take out swaths of opposing creatures. Control/counters is still a good option, but I've felt it's harder to keep up by trying to counter everything that may seem like a threat to me in mostly 1-for-1 trades. This way, you can let whatever creatures (since those are your biggest threat to deal damage to PWs) stick to the board and when it comes to your turn, wipe 'em out, along with every other creature on the field! Along with that, I would still consider the blue "mass bounce board wipes" as on theme and a way to deal with indestructibles and things that have protection from red and ways to deal with massive amounts of non-creature permanents once they stick to. Things like River's Rebuke, Scourge of Fleets, Aetherize, Aetherspouts, Wash Out, Evacuation, Engulf the Shore, Whelming Wave, and Aether Gale.
Current EDH
UThassa, God of the Sea devotion control
WRGTana, the Bloodsower & Sidar Kondo of Jamuraa partners weenie tokens
UUnesh, Criosphinx Sovereign Sphinx tribal
WUTaigam, Ojutai Master tokens on the rebound spellslinger
GRhonas the Indomitable green creature beats
UGRashmi, Eternities Crafter ETB tribal
Retired EDH
WURGKynaios and Tiro of Meletis group hug
URThe Locust God draw swarm
UTalrand, Sky Summoner funsies blue spells
WBObzedat, Ghost Council life gain/drain
You have 2 generals. I would play a lot of ramp and board wipes (including the blue bounce all effects). I would hope that you get the first of the two planeswalkers down by turn 4 consistently. I've played Ob Nixilis of the black Oath for a few years and having PW in your command zone lets you do some thing more reliably, such as play Oaths. I would recommend playing Oath of Jace. Also, The Chain Veil.
Goad cards pair well with the red one. Sweltering Suns, Anger of the Gods, etc, pair well with the blue one.
The only thing I dislike is how difficult it will be to win. The red ultimate goes really well with other planeswalkers, so I guess that can be a win condition. What does the blue ultimate do? Double board wipe?
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
If my post has no tags, then i posted from my phone.
The ultimate abilities give emblems that copy up activated abilities and spells. I'm sure there's a win condition out there that's on theme even by copying Comet Storm - I know Comet Storm seems unoriginal, but there's a bunch of similar spells or abilities that could work that I just can't name right now.
Current EDH
UThassa, God of the Sea devotion control
WRGTana, the Bloodsower & Sidar Kondo of Jamuraa partners weenie tokens
UUnesh, Criosphinx Sovereign Sphinx tribal
WUTaigam, Ojutai Master tokens on the rebound spellslinger
GRhonas the Indomitable green creature beats
UGRashmi, Eternities Crafter ETB tribal
Retired EDH
WURGKynaios and Tiro of Meletis group hug
URThe Locust God draw swarm
UTalrand, Sky Summoner funsies blue spells
WBObzedat, Ghost Council life gain/drain
Landbase is solid enough for a first build, with every duel except Volcanic Islands, Scalding Tarn, and Cascade Bluffs. Solid mana rock set (minus Sol Ring, Mana Crypt, and Mana Vault)
The board wipe squad is loading with Cyclonic Rift, Whelming Wave, Evacuation, Starstorm, Blasphemous Act, River's Rebuke, Chain Reaction, Wash Out, Disk, Obliterate, Jokulhaups
The tech choices are Thran Temporal Gateway for slamming PWs if it lives, Propaganda, Web of Inertia, Crawlspace and Collective Restraint to limit attackers.
Remaining slots look to be moving towards draw choices (BSZ? Mystic Remora/Rhystic Study?)
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
Any suggestions on it would be appreciated.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
With Will Kenrith -2: Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost 2 less to cast, extra turns cards become easier to cast, and are perfect for planeswalkers. Same, same as Narset, Enlightened Master planeswalker extra turns decks.
Beacon of Tomorrows, Capture of Jingzhou, Expropriate, Karn's Temporal Sundering, Part the Waterveil, Savor the Moment, Temporal Manipulation, Temporal Mastery, Temporal Trespass, Time Stretch, Time Warp, Walk the Aeons.
Obviously with Will Kenrith emblem, pretty much a singular extra turn card copied, is probably going to be game if you have a number of other planewalkers that you are working towards emblems.
Also Reins of Power is a blow out card in multiplayer, as you can steal another players creatures to block incoming creatures on your planeswalkers, and Rowan Kenrith +2 ability can force the action. Domineering Will works in a similar way.
I'm assuming Rowan Kenrith emblem will trigger planeswalker activation's, but will you also get the additional loyalty counters for the copied ability?
[EDIT]
Of the planewalker cards these are what I would play.
I think anymore and you just get them stuck in your hand unable to deploy then all.
For Daretti, Scrap Savant, Saheeli Rai, Tezzeret the Seeker, you play as much of the best artifact mana as you can afford. The big thing about a planeswalker decks is your ability to cast them. So the usual suspects:
Mana Crypt, Sol Ring, Mana Vault, Grim Monolith, Sapphire Medallion, Izzet Signet to start off with.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
EDIT: New Jhoira seems like an incredible draw engine in this deck.
Both are those are extremely solid options. Thank you.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
Burning Sands
Repercussion
I'm running only around seven creatures in the current list, one of which should probably be cut (Young Chandra). So Burning Sands seems like the kind of firepower that can bring the pain.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
So in the deck I would play a lot of proliferation and counter doubling, with a lot of control elements like mass bounce, mass damage and counterspell to protect our planeswalkers.
Modern: UB Zombie hunt UB - WR Boros tokens WR - BGW Treefolk tribal BGW
Commander: UR Mizzix, a Storm of spells UR (Decklist)
Instant speeed
cheap
Buyback
can pump your walkers
can kill opponents walkers
No. Adding/removing loyalty counters is the cost to activate planeswalker loyalty abilities.
What would you recommend I drop from the preliminary list for Clockspinning?
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
Aetherize feels better to me than River's Rebuke. Blue Sun's Zenith and Comet Storm give you a couple of options as far as wincons with Will's emblem and having juicy copy targets.
I'm going to second the Reprecussion suggestion, as having that paired with all of the "deal damage to creature" spells you're packing, it could be back breaking.
Spot removal also feels really light, sometimes you need a scalpel and not a battle-axe. I can't make any recommendations thought, as your planeswalker combinations may be able to handle that issue for you.
If you're looking for more ways to limit attacking creatures, Silent Arbiter, Caverns of Despair (if you happen to have it or are comfortable with proxies) both do it. Maze of Ith, flipped Thaumatic Compass, and Mystifying Maze either play well with those or turn away the biggest threat coming your way. Domineering Will and Illusionist's Gambit are single shot effects to protect your walkers for a turn.
I can tell you from running mono red "super friends" that a few of your walkers are sort of bad (mostly Sarkhan and Chandra, Bold Pyromancer) and that usually, Contagion Clasp and Contagion Engine have been waaaaay too slow and durdly to work. Living Guildpact also seems awful. I'd cut them all to make way for Time Warp effects (super good with planeswalkers) and some of the above free spells.
If you want to keep your walker count up, don't neglect colorless 'walkers like Ugin, the Spirit Dragon and Karn, Scion of Urza, but also Teferi, Temporal Archmage seems pretty solid in a mana rock heavy list.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I'm trying out Meishin, the Mind Cage. It's 7 mana, so not on curve with Will & Rowan, i.e. wanting to cast them earlier, but still if it's a card that sticks probably has all the protection you need.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Meishin also seems to be a solid include @darrenhabib though it tends to be a big removal target in my area since it stalemates the board so easily.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
Versus Edgar Markov (Vampire Tribal, 85% tuned): Loss 2-1
The deck has enough boardwipes to deal with Edgar's swarm potential, however Edgar's sheer speed will often ignore PWs for direct hits, and by the time you nearly stabilize, it's over. But a hand of Blasphemous Act, Starstorm, and Whelming Wave plus a landed Tezzeret got the lone win.
Versus Queen Marchesa (Mardu Reanimator, 85% tuned): Loss 2-0
Easily the worst matchup for the deck is reanimator. Lack of GY interaction combined with Marchesa's plan of generating massive value off of the Monarchy made the fight almost unwinnable. More GY interaction is needed. Relic of Progenitus?
Versus Kari Zev (Mono-Red Theft 75% tuned): Win 2-0
On the other hand, the deck can grind out value with solid haymakers against decks that don't go for the throat. Kari has PW contol and hasted beaters can cause issues, but once the twins came down, the advantage was too much.
Versus Sasaya (Mono-Green Ultra Ramp 50% tuned): Win 2-1
Sasaya's ramp package suffers badly once the land wipes are online, and while Sasaya's dredge plan is difficult to interact with, the PWs go unmolested for turns at a time. The deck is not scared of Greater Mossdog or Golgari Grave Troll.
Versus Azami (Mono-Blue Control 95% tuned): 1-1 draw
I was shocked that Will and Rowan got a win here. But even Azami can't counter every single PW, and with so many board wipes, Azami was never able to gain the card advantage that makes her so deadly. An early Ral Zarek into Tezzeret was backbreaking for Azami.
Overall, the deck needs tuning to deal with certain issues, but is promising.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."