I think consitent and fast LD is the way to go. If you watched any of the PT games in which the Eldrazi deck's didn't have Eye of Ugin in play, you would have noticed that they are like the rest ''fair'' decks.
So a few of the differences in what I'm running vs other versions of this deck I've seen. First thing is most of the deck lists I've seen are simply not running enough LD spells, most people cap it around 12 normally and I really don't agree with this. We need a minimim of 2 LD spells in our opening hand pretty much every time because you can't lock people out with anything less. As you can see, I'm running a total of 16 straight LD spells PLUS 2 Ajani Vengeant which taps down lands and blows up tons with the ultimate, and Goblin Dark Dwellers, which is 2 more LD spells. So point being, if you're gonna do LD, do LD. I also haven't seen any other list running Ensnaring Bridge. Sometimes it's hard to empty your hand to get the most use out of it, but if it even stops just a few beats from Gyof, Tasigur, and big Eldrazi then it's worth it. We don't need to swing with creatures to win, that's what Lightning Helix and Ajani are for. Any deck that's white and not running Magus of the Tabernacle is making a huge mistake, that guy is an all star. When you land it plus Ghostly Prison, it's such a solid lockdown. Every now and then the board stalemates and so we run Mistveil Plains so that we can't deck. It also lets you put LD spells back in your deck and more importantly Ajani and Helix so that you can finish people off. Most of the sideboard cards are pretty self explanitory, Trinisphere is an absolute must have.
A few cards I'm considering finding a home for. Mana Tithe works amazing in this deck, I just can't decide what I would cut for it, but it really would give us more room to breathe in the first few turns. Also would like to run 4 simic but maybe I don't need it. And lastly maybe Assemble the Legion could get a one of spot.
Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
I try to build an hybrid between the RW version with flagstones and boom/bust with black, for shadow of doubt, kolaghan command, languish, wrecking ball and simian spirit guide for the t2 LD, but seems to much double costs and no work properly. And if the people start to play more LD cause the rise of eldrazi, i think that RW is the best version now, because "Jund" version, with utopia sprawl seems weak to a ghost quarter or something. What you think?
I think the best reason to build a LD deck is Smallpox. It is the most reliable and cheapest LD card in modern and it comes with a built in innocent blood. What more could you ask for?
Flagstones of Trokair has always been a nice interaction, but I think the deck can do just fine (and possibly run better) without it - the deck doesn't really want to lean heavily on a white manabase imo. In my deck I decided to splash white just for Ajani Vengeant and sideboard cards with R/B as the main colors.
I really like the interaction between these cards. Similar to the snapcaster engine Grixis runs.
I really like Magus of the Tabernacle. Blocks well, survives bolt, makes it difficult for creature decks to do anything at all.
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
I've tested Zac's version against Mono-B Eldrazi with Stranglers, Blight Herders, Oblivion Sower and Newlamog and against Kiki-Chord.
Kiki-Chord is a bit tricky since they run Birds of Paradise and Wall of Roots as dorks which means they're harder to stop in earlier turns. Along with Wall of Omens, it's hard to get past them even if we manage to ultimate Vraska. I feel there is a lack of a decent two drop for T2 unless we start off T1 with Utopia Sprawl followed by land destruction on T2. Utopia Sprawl is also vulnerable to Ghost Quarters though same can be said for Birds being vulnerable to any sort of spot removal.
As for Eldrazi matchup, they can be extremely fast with Eye of Ugin. Along with Eldrazi Temple they can drop Thought-Knot Seer on T2 which is immune to both Lightning Bolt and Abrupt Decay. Surgical Extraction seems like a viable option considering Crumble to Dust or Sowing Salt are both 4CMC while we can Stone Rain them T2 followed by Extraction for 2 life.
This is my take on the flagstones, pox, mana-denial deck. Feedback would be most excellent, thanks!
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
My list looks similar to yours (don't have the budget for Lilis so I opted for something different there). I will test it on Xmage, if it's any good I may start purchasing it for paper. Could be with a more budgeted manabase but still..
Looks like a lot of fun. Have you played with it at all yet? Curious how this would do in the hyper aggro field we have going on these days. Maybe Lightning Helix might be a good include or Kor Firewalkers in the board?
My list looks similar to yours (don't have the budget for Lilis so I opted for something different there). I will test it on Xmage, if it's any good I may start purchasing it for paper. Could be with a more budgeted manabase but still..
Simian Spirit guide - I feel like with all the cheap symmetrical effects this is really greedy. Mana denial decks in legacy often skip dark ritual for the card disadvantage because they cannot afford it (not all pox decks, though - more tempo oriented builds use it to enable T1 Lily or Hymn+IoK). The very slight tempo gain just doesn't seem worth it here with such a low payoff.
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
My list looks similar to yours (don't have the budget for Lilis so I opted for something different there). I will test it on Xmage, if it's any good I may start purchasing it for paper. Could be with a more budgeted manabase but still..
Simian Spirit guide - I feel like with all the cheap symmetrical effects this is really greedy. Mana denial decks in legacy often skip dark ritual for the card disadvantage because they cannot afford it (not all pox decks, though - more tempo oriented builds use it to enable T1 Lily or Hymn+IoK). The very slight tempo gain just doesn't seem worth it here with such a low payoff.
You know, I thought about the Helix but the one extra mana seemed to matter. As for the SSG, I made this deck with Eldrazis in mind. I will test it online and I'll see how it goes. Perhaps they could be moved to the Sideboard, but then what could I put in?
Looks like a lot of fun. Have you played with it at all yet? Curious how this would do in the hyper aggro field we have going on these days. Maybe Lightning Helix might be a good include or Kor Firewalkers in the board?
I have tested and used a version of this (see my thread on prison pox below). I think this one is better than past trials, but its constantly a work in progress...
The deck absolutely wrecks jund lol
Against hyper-aggro decks I have found the LD to take a few turns to lock them out (they run few lands). If you curve out with pox effects there isn't much they can do, but if they go wide the leftover creatures can definitely kill you. Then you play trinisphere or ghostly prison and they cant win. Chalice and Anger out of the side make this much easier (in theory at this point). My version only runs 8 1-drops.
Against Aggro I would
-4 Crack the Earth (not likely to hit lands)
-2 Ajani (slow)
-1 Boom // Bust
+4 Chalice (1 drops? lol)
+3 Anger (good bye small dudes)
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
My list looks similar to yours (don't have the budget for Lilis so I opted for something different there). I will test it on Xmage, if it's any good I may start purchasing it for paper. Could be with a more budgeted manabase but still..
Simian Spirit guide - I feel like with all the cheap symmetrical effects this is really greedy. Mana denial decks in legacy often skip dark ritual for the card disadvantage because they cannot afford it (not all pox decks, though - more tempo oriented builds use it to enable T1 Lily or Hymn+IoK). The very slight tempo gain just doesn't seem worth it here with such a low payoff.
You know, I thought about the Helix but the one extra mana seemed to matter. As for the SSG, I made this deck with Eldrazis in mind. I will test it online and I'll see how it goes. Perhaps they could be moved to the Sideboard, but then what could I put in?
I think the trinispheres should be main - this is how you hard lock people out of the game. It doesn't work well with Path though...
Over path, possibly some forked bolt or pyroclasm - that way you are getting a X-for-1 effect if you have to pay more than 1 mana. Neither of these help as much for eldrazi though. Against eldrazi I would want Ghostly Prison hands down.
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Hey guys, made some decent size changes in my list and I thought I'd give an update.
First thing I did (and a pretty scary one given how much I like it) was drop the 2x Bridge. It works out well sometimes, but I needed cards that are going to work all the time and not be totally useless sometimes. After removing bridge I added another ghostly prison and another helix. Prison is just flat out amazing, especially when coupled with Magus, and helix has saved my ass more times than I can count. And helix actually works as a decent win con, given that people get so desperate to play lands that they are always forced to play their shock lands for 2 damage so their life total gets pretty low. I also went to 4x simian spirit guide. The card is just flat out amazing in this deck. It increases my turn 2 LD spell chances by a lot and sometimes can even turn 1 rain or turn 2 Ajani which is insane. Just no reason at all not to run 4.
My biggest changes however, were in the sideboard. I dropped trinisphere (sigh, man I love this card) because it's not that great on the draw and I'm really trying to improve my matchups on the draw (on the play the deck is incredible). I also dropped rest for the weary in favor of another kor firewalker and I dropped crumble from the sideboard because I just don't think we really need it. In place of those I put in 2 Wraths because I'm having a little trouble with the aggro creature decks when I get caught with only one prison and no magus, another stony silence because I think affinity is our worst matchup probably, and also a bolt to help deal with those early creature threats.
So far the deck is doing very well. I still have a positive winning record vs Eldrazi, which given how dominant the deck is in the format now (to the point people want emergency bans) is quite an accomplishment. Tron just gets destroyed, only time I lose to Tron is when I am on the draw with no 2nd turn LD and they have tron in hand. Jund can be a slight problem sometimes but not too bad. Affinity is the hardest matchup, which I'm working on and Burn is probably 50/50. All the combo decks like Ad Nauseum, Griselbrand, and Storm have a really hard problem with this deck. I think this deck is reaaaaly well placed in the meta and just needs a little more tuning.
Hey guys, made some decent size changes in my list and I thought I'd give an update.
First thing I did (and a pretty scary one given how much I like it) was drop the 2x Bridge. It works out well sometimes, but I needed cards that are going to work all the time and not be totally useless sometimes. After removing bridge I added another ghostly prison and another helix. Prison is just flat out amazing, especially when coupled with Magus, and helix has saved my ass more times than I can count. And helix actually works as a decent win con, given that people get so desperate to play lands that they are always forced to play their shock lands for 2 damage so their life total gets pretty low. I also went to 4x simian spirit guide. The card is just flat out amazing in this deck. It increases my turn 2 LD spell chances by a lot and sometimes can even turn 1 rain or turn 2 Ajani which is insane. Just no reason at all not to run 4.
My biggest changes however, were in the sideboard. I dropped trinisphere (sigh, man I love this card) because it's not that great on the draw and I'm really trying to improve my matchups on the draw (on the play the deck is incredible). I also dropped rest for the weary in favor of another kor firewalker and I dropped crumble from the sideboard because I just don't think we really need it. In place of those I put in 2 Wraths because I'm having a little trouble with the aggro creature decks when I get caught with only one prison and no magus, another stony silence because I think affinity is our worst matchup probably, and also a bolt to help deal with those early creature threats.
So far the deck is doing very well. I still have a positive winning record vs Eldrazi, which given how dominant the deck is in the format now (to the point people want emergency bans) is quite an accomplishment. Tron just gets destroyed, only time I lose to Tron is when I am on the draw with no 2nd turn LD and they have tron in hand. Jund can be a slight problem sometimes but not too bad. Affinity is the hardest matchup, which I'm working on and Burn is probably 50/50. All the combo decks like Ad Nauseum, Griselbrand, and Storm have a really hard problem with this deck. I think this deck is reaaaaly well placed in the meta and just needs a little more tuning.
Hey guys, made some decent size changes in my list and I thought I'd give an update.
First thing I did (and a pretty scary one given how much I like it) was drop the 2x Bridge. It works out well sometimes, but I needed cards that are going to work all the time and not be totally useless sometimes. After removing bridge I added another ghostly prison and another helix. Prison is just flat out amazing, especially when coupled with Magus, and helix has saved my ass more times than I can count. And helix actually works as a decent win con, given that people get so desperate to play lands that they are always forced to play their shock lands for 2 damage so their life total gets pretty low. I also went to 4x simian spirit guide. The card is just flat out amazing in this deck. It increases my turn 2 LD spell chances by a lot and sometimes can even turn 1 rain or turn 2 Ajani which is insane. Just no reason at all not to run 4.
My biggest changes however, were in the sideboard. I dropped trinisphere (sigh, man I love this card) because it's not that great on the draw and I'm really trying to improve my matchups on the draw (on the play the deck is incredible). I also dropped rest for the weary in favor of another kor firewalker and I dropped crumble from the sideboard because I just don't think we really need it. In place of those I put in 2 Wraths because I'm having a little trouble with the aggro creature decks when I get caught with only one prison and no magus, another stony silence because I think affinity is our worst matchup probably, and also a bolt to help deal with those early creature threats.
So far the deck is doing very well. I still have a positive winning record vs Eldrazi, which given how dominant the deck is in the format now (to the point people want emergency bans) is quite an accomplishment. Tron just gets destroyed, only time I lose to Tron is when I am on the draw with no 2nd turn LD and they have tron in hand. Jund can be a slight problem sometimes but not too bad. Affinity is the hardest matchup, which I'm working on and Burn is probably 50/50. All the combo decks like Ad Nauseum, Griselbrand, and Storm have a really hard problem with this deck. I think this deck is reaaaaly well placed in the meta and just needs a little more tuning.
I'm gonna try your list but it is 62 cards
Ah forgot to remove the bridges from the updated list
I kept the bridges and took out one magus and one prison. The deck is fun to play,whenever I had SSG in my hand I won the matches. Will keep testing.
Magus is quite possibly the best card in the deck. I would run 8 of it if I could. And the same for Ghostly Prison, it's far more effective at doing the job of buying you time
Turn 1 Simian Spirit Guide into Crack the earth seems pretty funny on the draw. Smallpox may be good too as another way to start the ld on turn 2 along with boom?
Pardon me for my english, as it is not our 1st language. Anyway, I still don't know how to put the decklist into the proper MTGsalvation format. Can anyone convert this if they have the time? Thanks heaps.
27 Lands
8 Fetch land
4 Flagstones of trokair
3 Godless Chrine
2 Sacred Foundry
2 Blood Crpyt
3 Shambling Vents
2 Urborg Tomb of Yawgmoth
2 Swamp
1 Plains
16 Land Destruction cards
4 Akki Blizzard Herder
4 Stone Rain
4 Crack the Earth
4 Smallpox
Sideboard
3 Surgical Extraction (might be a 2 RiP/1 Surgical split)
2 Wrath of God
2 Disenchant
4 Chalice of the Void
2 Deflecting Palm
2 Crackling Doom
I played this on one of our local FNM last week, and went to 2-3. I lost to games where I should have rest in peace in the sideboard, but unfortunately, I change them to Surgical extractions and Deflecting Palms.
RD 1: Green Ramp – Tooth and Nail (2-0)
Games 1 & 2, I kept her to 3 lands for first 5 turns, even when she had played explore, with arbor elves and kiora's follower twice in each of the games. Turn 1, i'm on draw (I specifically chose to draw) exile SSG then crack the earth before playing a land, that's sweet. Akki was the all-star, he was able to block to prevent her from attacking even with courser of kruphix, obsinath baloth, and other creatures fearing that she would lose her lands.
RD 2: Affinity (2-1)
Game 1 – no interaction at all. LD spells are worse against them. Died on turn 4 when he dump 6 cards from his hand on first turn with ornithoper, memnite, springleaf drum, mox opal, land, and cranial plating.
Games 2 & 3
-12 LD spells, except for akki
+4 Chalice of the Void
+2 Crackling Doom
+2 Deflecting Palm
+2 Disenchant
+2 Wrath of God
Chalice on 0 for Game 2 and Chalice on 2 for game 3 wins me the game. Akki, myth realized and lingering souls beat down wins the game.
RD 3: RUG Delver (0-2)
Game 1: Smallpox is worse against this deck. It fuels Tarmo, and helps delve for Hooting mandrils. Worth nothing though is runed halo naming tarmo buys me more time.
Game 2: (this is where I should be sideboard in RiP, but somehow I didn't have any because of other 'useless cards')
No chance of winning when you put them on 1 land (breeding pool), then have 15 cards in the graveyard. So much value for delving.
RD 4: Eggs (1-2)
Game 1 – nothing special. He combos of at turn 7. Delayed him a bit because of smallpox, akki and stone rain. Crack the earth is a non-bo. They will just sac 1 of their chromatic star/inchor wellspring to draw a card.
Game 2:
-7 LD spells (4 Crack, 3 smallpox)
+4 Chalice of the Void
+3 Surgical Extraction
Chalice on 1 makes them do nothing. I killed my own chalice with kolaghan's command + surgical on faith's rewards (removing 4) + 1 more surgical waiting to hit for open the vaults = scoop.
Game 3.
Same story. Chalice on 1. then opponent echoing truth away the chalice. I have Surgical on hand. But I don't have anything good to hit in their GY (No faith's reward, pyrite spellbomb, open the vaults, or banefire yet). RiP would be an allstar in this game.
RD 5: Grixis Control (1-2)
Game 1 Put him to 2 lands (with no black source) on turn 2 to forever, while I am on 5 lands. Akki, myth and kitchen finks beat down wins the game.
Games 2 & 3: I just could not keep up with Goblin Dark Dwellers -> plays Kolaghan's command -> recurs snap then play next turn -> bolt OR bolt -> snap -> bolt OR play Kolaghan's -> return goblin dark dwellers then play next turn -> plays kolaghan's -> return snap. All those recursion. Rest in Peace would be an all-star in this game as well.
Final results: 2-3
I basically died to not having rest in peace in the sideboard. Overall I am satisfied with the current list. A turn 1 on play with SSG then Crack then play land or turn 2 land + land + SSG + stone rain is good but urborg + flagstones then smallpox discarding lingering souls is even better. You need to have the LD done on the first 4 turns, with at least 2 turns destroying their lands to have a chance of winning the game. Any land destruction done on the 4 turns would lessen the chance of you wining. Smallpox can wait for them to drop 1 creatures to get more value out of it. Somethimes, I also smallpox them, if they are on 1 card hand just to let them discard it.
I also playtest with UW eldrazi, colorless eldrazi, and infect.
Playtest 1: UW eldrazi (1-2)
Board wipe main is a must. LD wont get you there as a singe eye of ugin and a UW land can drop their 3-4 creatures in the next few turns (Endless ones for 2, eldrazi displacers, skyspawners). Runed halo naming some of the threats might work.
Playtest 2: Colorless eldrazi (1-1)
He blindly plays chalice on 1 coz he did not know what I am playing. Chalice on 1 is not much a difference to us as it only blanks crack and myth. Runed halo naming reality smasher and TKS is good, especially on TKS where they cannot even target us to view our hand and discard a card.
Playtest 3: Infect (0-2)
Runed halo, smallpox is great against them. Although you have to race them (LD) first as they can get a win out of nowhere. Runed halo will always name blighted agent, and/or inkmoth nexus. Crackling doom and deflecting palm buys you a turns, although when you redirected infect damage from deflecting pal , it will be just a normal damage.
I will be playing this at GP Melbourne to counter the heavy Affinity, Eldrazi and infect meta. Rest in peace needs to be in the sideboard too as UW control will be there because of all the recursion from ojutai's command, snap, cryptic and 6 board wipes
I might just main 3 board wipes, and probably more board wipes out from sideboard. I don't have any problems going to 5th land on turn 5. and double W or Double B wont be a problem.
Let me hear your thoughts. Tournament report to follow after the GP.
Why no chalice of the void in the 75? you run no 1-drops...
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
I think the best reason to build a LD deck is Smallpox. It is the most reliable and cheapest LD card in modern and it comes with a built in innocent blood. What more could you ask for?
Flagstones of Trokair has always been a nice interaction, but I think the deck can do just fine (and possibly run better) without it - the deck doesn't really want to lean heavily on a white manabase imo. In my deck I decided to splash white just for Ajani Vengeant and sideboard cards with R/B as the main colors.
I really like the interaction between these cards. Similar to the snapcaster engine Grixis runs.
I really like Magus of the Tabernacle. Blocks well, survives bolt, makes it difficult for creature decks to do anything at all.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
Kiki-Chord is a bit tricky since they run Birds of Paradise and Wall of Roots as dorks which means they're harder to stop in earlier turns. Along with Wall of Omens, it's hard to get past them even if we manage to ultimate Vraska. I feel there is a lack of a decent two drop for T2 unless we start off T1 with Utopia Sprawl followed by land destruction on T2. Utopia Sprawl is also vulnerable to Ghost Quarters though same can be said for Birds being vulnerable to any sort of spot removal.
As for Eldrazi matchup, they can be extremely fast with Eye of Ugin. Along with Eldrazi Temple they can drop Thought-Knot Seer on T2 which is immune to both Lightning Bolt and Abrupt Decay. Surgical Extraction seems like a viable option considering Crumble to Dust or Sowing Salt are both 4CMC while we can Stone Rain them T2 followed by Extraction for 2 life.
WBG Elves WBG
Cheeri0s
EDH:
RG Omnath, Locus of Rage RG || GWUB Atraxa, Praetors' Voice GWUB
R Zo-Zu the Punisher R || WU Brago, King Eternal WU
UB Gisa and Geralf UB || BGW Ghave, Guru of Spores BGW
4x Akki Blizzard-Herder
4x Fulminator Mage
1x Magus of the Tabernacle
Spells (26):
4x Crack the Earth
4x Lightning Bolt
4x Boom // Bust
4x Smallpox
2x Kolaghan's Command
3x Liliana of the Veil
2x Trinisphere
1x Ghostly Prison
2x Ajani Vengeant
2x Blood Crypt
3x Godless Shrine
1x Sacred Foundry
4x Bloodstained Mire
2x Marsh Flats
4x Flagstones of Trokair
3x Swamp
1x Plains
3x Urborg, Tomb of Yawgmoth
2x Mortuary Mire
4x Chalice of the Void
2x Engineered Explosives
3x Bloodchief Ascension
2x Stony Silence
3x Anger of the Gods
1x ?
This is my take on the flagstones, pox, mana-denial deck. Feedback would be most excellent, thanks!
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
4x Akki Blizzard Herder
4x Fulminator Mage
3x Simian Spirit Guide
Spells(24)
4x Crack the Earth
4x Lightning Bolt
4x Smallpox
4x Boom // Bust
2x Kolaghan's Command
2x Sorin, Lord of Innistrad
2x Ajani Vengeant
2x Path to Exile
2x Blood Crypt
3x Godless Shrine
2x Sacred Foundry
4x Bloodstained Mire
2x Marsh Flats
2x Urborg, Tomb of Yawgmoth
2x Swamp
2x Plains
3x Darskteel Citadel
3x Blackcleave Cliffs
4x Chalice of the Void
4x Languish
2x Trinisphere
4x Stony Silence
1x Magus of The Tabernacle
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
Very similar indeed!
Can I ask - why Path to Exile? Seems like the anti-synergy is not worth it. Might I suggest Lightning Helix...
Simian Spirit guide - I feel like with all the cheap symmetrical effects this is really greedy. Mana denial decks in legacy often skip dark ritual for the card disadvantage because they cannot afford it (not all pox decks, though - more tempo oriented builds use it to enable T1 Lily or Hymn+IoK). The very slight tempo gain just doesn't seem worth it here with such a low payoff.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
You know, I thought about the Helix but the one extra mana seemed to matter. As for the SSG, I made this deck with Eldrazis in mind. I will test it online and I'll see how it goes. Perhaps they could be moved to the Sideboard, but then what could I put in?
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
I have tested and used a version of this (see my thread on prison pox below). I think this one is better than past trials, but its constantly a work in progress...
The deck absolutely wrecks jund lol
Against hyper-aggro decks I have found the LD to take a few turns to lock them out (they run few lands). If you curve out with pox effects there isn't much they can do, but if they go wide the leftover creatures can definitely kill you. Then you play trinisphere or ghostly prison and they cant win. Chalice and Anger out of the side make this much easier (in theory at this point). My version only runs 8 1-drops.
Against Aggro I would
-4 Crack the Earth (not likely to hit lands)
-2 Ajani (slow)
-1 Boom // Bust
+4 Chalice (1 drops? lol)
+3 Anger (good bye small dudes)
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
I think the trinispheres should be main - this is how you hard lock people out of the game. It doesn't work well with Path though...
Over path, possibly some forked bolt or pyroclasm - that way you are getting a X-for-1 effect if you have to pay more than 1 mana. Neither of these help as much for eldrazi though. Against eldrazi I would want Ghostly Prison hands down.
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
Gisa and Geralf Extreme-Tribal EDH
Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
First thing I did (and a pretty scary one given how much I like it) was drop the 2x Bridge. It works out well sometimes, but I needed cards that are going to work all the time and not be totally useless sometimes. After removing bridge I added another ghostly prison and another helix. Prison is just flat out amazing, especially when coupled with Magus, and helix has saved my ass more times than I can count. And helix actually works as a decent win con, given that people get so desperate to play lands that they are always forced to play their shock lands for 2 damage so their life total gets pretty low. I also went to 4x simian spirit guide. The card is just flat out amazing in this deck. It increases my turn 2 LD spell chances by a lot and sometimes can even turn 1 rain or turn 2 Ajani which is insane. Just no reason at all not to run 4.
My biggest changes however, were in the sideboard. I dropped trinisphere (sigh, man I love this card) because it's not that great on the draw and I'm really trying to improve my matchups on the draw (on the play the deck is incredible). I also dropped rest for the weary in favor of another kor firewalker and I dropped crumble from the sideboard because I just don't think we really need it. In place of those I put in 2 Wraths because I'm having a little trouble with the aggro creature decks when I get caught with only one prison and no magus, another stony silence because I think affinity is our worst matchup probably, and also a bolt to help deal with those early creature threats.
4 Lightning Helix
4 Stone Rain
4 Molten Rain
4 Fulminator Mage
4 Magus of the Tabernacle
4 Boom/Bust
4 Simian Spirit Guide
4 Ghostly Prison
2 Goblin Dark-Dwellers
2 Ajani Vengeant
4 Arid Mesa
4 Flagstones of Trokair
4 Temple of Triumph
3 Sacred Foundry
2 Mistveil Plains
2 Encroaching Wastes
2 Plains
2 Mountain
1 Windswept Heath
2 Wrath of God
3 Stony Silence
2 Pyroclasm
3 Kor Firewalker
2 Rest in Peace
1 Wear/Tear
1 Nevermore
1 Lightning Bolt
So far the deck is doing very well. I still have a positive winning record vs Eldrazi, which given how dominant the deck is in the format now (to the point people want emergency bans) is quite an accomplishment. Tron just gets destroyed, only time I lose to Tron is when I am on the draw with no 2nd turn LD and they have tron in hand. Jund can be a slight problem sometimes but not too bad. Affinity is the hardest matchup, which I'm working on and Burn is probably 50/50. All the combo decks like Ad Nauseum, Griselbrand, and Storm have a really hard problem with this deck. I think this deck is reaaaaly well placed in the meta and just needs a little more tuning.
I'm gonna try your list but it is 62 cards
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
Ah forgot to remove the bridges from the updated list
Marath, Will of the Wild
Friendly Kess Twin Combo
Tatyova - Sir Bounce A Lot
Gonti's Luxury Pie
Prime (Eldrazi) Speaker Zegana (Retired)
Magus is quite possibly the best card in the deck. I would run 8 of it if I could. And the same for Ghostly Prison, it's far more effective at doing the job of buying you time
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
Pardon me for my english, as it is not our 1st language. Anyway, I still don't know how to put the decklist into the proper MTGsalvation format. Can anyone convert this if they have the time? Thanks heaps.
27 Lands
8 Fetch land
4 Flagstones of trokair
3 Godless Chrine
2 Sacred Foundry
2 Blood Crpyt
3 Shambling Vents
2 Urborg Tomb of Yawgmoth
2 Swamp
1 Plains
16 Land Destruction cards
4 Akki Blizzard Herder
4 Stone Rain
4 Crack the Earth
4 Smallpox
8 Threats
4 Lingering Souls
2 Kitchen Finks
1 Gideon Ally of Zendikar
1 Myth Realized
9 Utility Cards
4 Simian Spirit Guide
1 Kolaghan's Command
4 Runed Halo
Sideboard
3 Surgical Extraction (might be a 2 RiP/1 Surgical split)
2 Wrath of God
2 Disenchant
4 Chalice of the Void
2 Deflecting Palm
2 Crackling Doom
I played this on one of our local FNM last week, and went to 2-3. I lost to games where I should have rest in peace in the sideboard, but unfortunately, I change them to Surgical extractions and Deflecting Palms.
RD 1: Green Ramp – Tooth and Nail (2-0)
Games 1 & 2, I kept her to 3 lands for first 5 turns, even when she had played explore, with arbor elves and kiora's follower twice in each of the games. Turn 1, i'm on draw (I specifically chose to draw) exile SSG then crack the earth before playing a land, that's sweet. Akki was the all-star, he was able to block to prevent her from attacking even with courser of kruphix, obsinath baloth, and other creatures fearing that she would lose her lands.
RD 2: Affinity (2-1)
Game 1 – no interaction at all. LD spells are worse against them. Died on turn 4 when he dump 6 cards from his hand on first turn with ornithoper, memnite, springleaf drum, mox opal, land, and cranial plating.
Games 2 & 3
-12 LD spells, except for akki
+4 Chalice of the Void
+2 Crackling Doom
+2 Deflecting Palm
+2 Disenchant
+2 Wrath of God
Chalice on 0 for Game 2 and Chalice on 2 for game 3 wins me the game. Akki, myth realized and lingering souls beat down wins the game.
RD 3: RUG Delver (0-2)
Game 1: Smallpox is worse against this deck. It fuels Tarmo, and helps delve for Hooting mandrils. Worth nothing though is runed halo naming tarmo buys me more time.
Game 2: (this is where I should be sideboard in RiP, but somehow I didn't have any because of other 'useless cards')
No chance of winning when you put them on 1 land (breeding pool), then have 15 cards in the graveyard. So much value for delving.
RD 4: Eggs (1-2)
Game 1 – nothing special. He combos of at turn 7. Delayed him a bit because of smallpox, akki and stone rain. Crack the earth is a non-bo. They will just sac 1 of their chromatic star/inchor wellspring to draw a card.
Game 2:
-7 LD spells (4 Crack, 3 smallpox)
+4 Chalice of the Void
+3 Surgical Extraction
Chalice on 1 makes them do nothing. I killed my own chalice with kolaghan's command + surgical on faith's rewards (removing 4) + 1 more surgical waiting to hit for open the vaults = scoop.
Game 3.
Same story. Chalice on 1. then opponent echoing truth away the chalice. I have Surgical on hand. But I don't have anything good to hit in their GY (No faith's reward, pyrite spellbomb, open the vaults, or banefire yet). RiP would be an allstar in this game.
RD 5: Grixis Control (1-2)
Game 1 Put him to 2 lands (with no black source) on turn 2 to forever, while I am on 5 lands. Akki, myth and kitchen finks beat down wins the game.
Games 2 & 3: I just could not keep up with Goblin Dark Dwellers -> plays Kolaghan's command -> recurs snap then play next turn -> bolt OR bolt -> snap -> bolt OR play Kolaghan's -> return goblin dark dwellers then play next turn -> plays kolaghan's -> return snap. All those recursion. Rest in Peace would be an all-star in this game as well.
Final results: 2-3
I basically died to not having rest in peace in the sideboard. Overall I am satisfied with the current list. A turn 1 on play with SSG then Crack then play land or turn 2 land + land + SSG + stone rain is good but urborg + flagstones then smallpox discarding lingering souls is even better. You need to have the LD done on the first 4 turns, with at least 2 turns destroying their lands to have a chance of winning the game. Any land destruction done on the 4 turns would lessen the chance of you wining. Smallpox can wait for them to drop 1 creatures to get more value out of it. Somethimes, I also smallpox them, if they are on 1 card hand just to let them discard it.
I also playtest with UW eldrazi, colorless eldrazi, and infect.
Playtest 1: UW eldrazi (1-2)
Board wipe main is a must. LD wont get you there as a singe eye of ugin and a UW land can drop their 3-4 creatures in the next few turns (Endless ones for 2, eldrazi displacers, skyspawners). Runed halo naming some of the threats might work.
Playtest 2: Colorless eldrazi (1-1)
He blindly plays chalice on 1 coz he did not know what I am playing. Chalice on 1 is not much a difference to us as it only blanks crack and myth. Runed halo naming reality smasher and TKS is good, especially on TKS where they cannot even target us to view our hand and discard a card.
Playtest 3: Infect (0-2)
Runed halo, smallpox is great against them. Although you have to race them (LD) first as they can get a win out of nowhere. Runed halo will always name blighted agent, and/or inkmoth nexus. Crackling doom and deflecting palm buys you a turns, although when you redirected infect damage from deflecting pal , it will be just a normal damage.
I will be playing this at GP Melbourne to counter the heavy Affinity, Eldrazi and infect meta. Rest in peace needs to be in the sideboard too as UW control will be there because of all the recursion from ojutai's command, snap, cryptic and 6 board wipes
I might just main 3 board wipes, and probably more board wipes out from sideboard. I don't have any problems going to 5th land on turn 5. and double W or Double B wont be a problem.
Let me hear your thoughts. Tournament report to follow after the GP.