Then you might consider personal sanctuary as well for stopping karma from hurting yourself.
I don't see the point of playing much land protection, unless your meta is flooded with Land destruction. But if you go the terra eternal/sacred ground, why not just animate (corrupted zendikon) or awaken (ruinous path and stuff) your lands, or even consider playing manlands (shambling vent). Planar outburst would be cool there, but I guess I'm going far from a Prison deck there, and closer to an animate land deck.
Though not the best thing around, the latest reveal isn't a bad card for pillow fort if you splash blue. It's decently flexible and lets you stall out Tron a little longer if you play UW as a replacement to Oblivion Ring. Doesn't let you target Enchantments/Artifacts and gives a slight mana edge if you're not targeting a land but can certainly disrupt greedy mana bases.
This one combinated with Starfield of Nyx will be a pain in the butt for our opponents. We can have plenty hate cards, ghostly, runned halo, supreme verdict... pretty nice!
Here I leave my deck and a thought of what I will change when Eldritch Moon comes out.
For power of the moon new spoiler, I was thinking of getting rid of Myth realized and add it, so it can synergize pretty well with Starfield of Nyx, so every turn of yours will have a counter yes o yes.
sadly Lunar force is a must and not a may......if we could choose whether to sac it it would be good.
I might look at Pillow-Fort again with that Vessel of Volatility ramp idea (combined with Obliterate main deck for the control matches), and I may also go down the RW Enduring Ideal route with it too to see where it goes.
I like the idea of Obliterate leaving them with nothing and us with some taxing enchantments.........
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
I have been thinking more about this deck. We get a pretty good matchup against a lot of tier one decks, and are strong vs all but the fastest aggro in general.
We do get hosed by the odd Back to Nature style card, and can't do much about that beyond Nevermore and suitable praying/finger crossing or to have a lot of non enchantment cards in the board.
However I also know that we need to sort Tron, and its large array of sweepers, and to improve grindy matches vs Grixis, Jund,k etc. Game 1 vs Tron is pretty hopeless, and although game two offers a lot more control cards like Stony Silence the main issue is that they eventually break out of it, even if we resolve a Crumble to Dust type card. That leads me to wonder if the issue in game two is not to exert more or better control but to put more win-cons in- "I win" cards that do it on the spot- yield to their inevitability.
I know a number of our wincons are clunky and awkward. E.G. I use main deck RIP, which to be honest works pretty well. But most of my better iterations against Tron have been ones where I slow them down and cast Starfield of Nyx, which has some negative interactions with RIP, stopping it working in its reanimation mode.
I also run Sup Field and yet am happy to bring in Luminarch Ascension, another nonbo. We often build the deck by minimising the nonbos and thus often exclude the possibility of playing certain cards almost as a mantra "I can't run X because I run Y" or " I only need inevitability and I will win, a board slot win-con is a waste". This is often the correct way to build most decks, but in our case it is more likely than most to be the case that.
I think perhaps we have enough control, or as much as we are ever going to get, and that a standard RW board should have more wincons in it instead of sticking to one wincon or two main. In some cases these will come in and replace other cards reducing nonbos, in others I think just putting more wincons full stop might be enough against tron or Nahiri style decks.
A UW board can include cards like Bribery that use Trons monsters against itself, RW can't really do that, but I was thinking that post board I would want to be packing...
Two Heliod- this is already half a nonbo with S Field and yet it still works fine main deck, the SF rarely really hurting the Heliod activation ability in a way that causes the game to change significantly.
Luminarch's A. This wins very quickly if it comes down early with support of cards like Stony Silence and maybe Ghost Quarters.
Starfield of Nyx- against tron this is often lay and sweep for 16-20- as long as some disruption happens this card is probably the best.
A.N. Other.
Against B heavy decks I run Karma from the board already, I was thinking a card from the board like Burning Earth might be worth looking at too- against a lot of decks running ramp this will cost them a lot of damage to remove- if you can disrupt Tron, for example, then it will be 8 damage to cast an Ugin, and of course we have Greater Auramancy to help keep it from Nature's Claim. We could probably use it against some of those those grindy decks too............
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
I tried Burning Earth for a couple of hours v Tron and my initial impression is that it is a turn too slow against Tron to do significant damage, and perhaps a Blood Moon effect would be better for Tron.
Post board I have 2 Heliod (main) 1 Starfield (likely to be main as I will drop nodes no 3 for it) and 1 Luminarch (board- could be main), which seems to be not bad if we get a Stony early- even if they hold the Nature's Claim. Moon stops Claim if Stony is down and they have not got the Forest.
I use a Tutor main too, which helps with finding the wincons.
I use two Crumble to Dust in the board, I might also consider Aven Mindcensor from the board, although it might just be better to pack one or more Blood Moon or a third CTD. The thing I dilike about CTD is that it only comes in against one deck....
EDIT
To be honest after more testing of boarded matches I have come to the conclusion that the best we can do is bring in a couple of Blood Moon and mix with CTD with the Stonies. We can buy a few turns with Stony Silence (which is a 4 of) and Blood Moon or CTD to remove tron. They will eventually durdle to 7 and 8 mana and may have a sweeper in hand, but when they are limited by Stony (or a Rule of Law effects) there is a window to win as they can't cycle easily. Starfield does win quickly, Heliod can do it pretty quickly. I tend to bring in any burn spells too, and although I don't rely on it I keep Nevermore, which is still ok sometimes for switching on a Heliod and sometimes buying a turn where I guess what sweepers they are holding and they have to wait for another. In game 1 Nevermore tends to get set to O stone, in game two Stony is more likely so I set it to Ugin,or Karn depending, acknowledging the potential for All is Dust. in the end NM is mediocre but you can't take everything out and any card in the deck can switch on a Heliod or become a dude.
I keep Suppression Fields in too, as they can buy a turn when a Karn or Ugin gets cast, and I also board in an Obliterate as every now and then I will get the chance to cast it and it will win.
I keep some Rest in Peace as I run Ghost Quarters and it interacts with and loam shenanigans, and it hits their bauble into the bin/draw a card mechanism on 4 of the mana washers, and because not every mediocre card can come out. The nonbo with Starfield is irrelevant, you don't beat RG Tron by getting good cards from the bin back over a number of turns.
So my board changes are
-2 Leyline (Leyline is pretty dead but with SFN its a 4/4 and it can ramp up Heliod early, so I keep a couple)
-1 Rest in peace (leave 2 in, again I just don't have any more stuff to come in for them and they have marginal uses)
-4 Ghostly
-3 Sphere of Safety (I keep one as sometimes with Tron neutralised it is relevant, but really its just a 5/5 with SFN down)
-1 Porphyr Nodes (leaving 1 as I now run 2, sometimes it can munch a Wurmcoil)
+4 Stony
+2 Blood Moon
+2 Crumble to Dust
+1 Eidolon of Rhetoric
and
+1 Obliterate
+ 1 lightning helix
It is still not great but I get a reasonable number of game 2/3 wins out of it, and only CTD is a narrow board card with no applications elsewhere.
It is that time of year again, new set new hope. For threads in creation that I have an interest in I have been speculating on what we need and want and the chances of this happening. Much of what I say here is true of Endurin Ideal that I have already commented on.
Bascially we need
More viable one drops- no chance of this happening on current form.
Enchantments that act as win cons- this could happen as Origins and the RTR block have shown they are happy to print token generating enchantments in U and RW. It is not inconceivable it happens again in a form that works.
Cycling and cantrips in enchantments are both unlikely.
Mana restriction is super super unlikey, hexproof or protected by taxes enchantments are equally hard to envisage, although Monastery Siege was close recently so it may happen.
Tutoring- just not going to be better than Idyllic
Limited ramp for enchantments - no chance.
So I can't see too much to help based on what we know so far.......
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
I also forgot to say I am pretty convinced that Blood Moon is an essential board card for beating tron.
I did a load of testing over the summer,and I got this board out of it
1Karma
2Blood Moon
Obliterate
2 Pithing Needle
4 Stony Silence
Eidolon of Rhetoric
Lightning helix
2 Crumble to Dust
1 Grafdigger's cage.
Needless to say I run 3 main deck RIP, because otherwise that board is insanely bad.
The beauty of PF is that we can use any main deck enchantment almost, because it counts towards sphere of safety and Nykthos mana. RIP does so much anyway, from Goyf, Snappy, Kolaghan's command, Finks'persist, Ooze, Voice death triggers, Wurmcoil death triggers and various Melira combos with the persisters, Grishoalbrand's Goryo's, Dredge, Become Immense in infect, Revilarks, Modular in affinity decks, Living end, Nahiri's get Emmy back into the deck, Proclamation of Rebirth and Emeria in Martyr Proc, even Boom/Busting that flagstones in obscure landkill decks, you can be sure that it will have an effect on the enemy somehow. Having it read "ghostly prison for 1" once sphere is down makes the risk of maindecking it wortwhile.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
Huh. Saw this under the Kaladesh spoilers today. Any chance it makes its way on as sideboard against wide aggro decks or is it just overkill after the Ghostly Prisons? I mean, it's dead weight against some of the more popular aggro decks (as they go tall and Nodes typically takes care of that better) and a pretty dead draw late game but getting that extra 6-10 life seems like a decent option if your opponent is going to try to flood out before you wipe the board.
W
Enchantment
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under your opponent's control, you gain 1 life.
Yeah, was just about to post it here. If it comes with something to stop them untapping, could be good. As it is ETB tapped= irrelevant, lifegain, well not good enough. Blind Obedience gets no play. That said, another synergistic card that stops or inhibits untaps that costs 1 or 2 and we could be looking at something.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
Looks like a reasonable control enchantment was spoiled:
Authority of the Consulate
W
Enchantment
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
Comes down so fast, buys time via life gain. It's not super hard hitting but it would be ok to have more than 2 in your deck for stacking life-gain. I don't think is a shoe-in, not exactly what we're looking for but it's something new to think about.
Storage Matrix and Ghostly Prison was an Ok combo before. Now with this it seems very powerful don't you think?
Not sure if this really adds anything we don't already have to the Storage Matrix/Prison combo...I mean, Blind Obedience is already better at it and wasn't doing a good job. I can't imagine this being much better except against creatures flooding the board. I don't think the limiting factor was the number of tap mechanisms.
On a side note, Dovin Baan would be alright in Pillow Fort if he can be protected due to having a -1 which assists on parts this deck really needs (Life gain and card draw) in addition to threatening with a one-sided Stasis Orb...now if only there was a decent way to protect planeswalkers. I know it'll never happen but an updated version of Ghostly Prison would be terrific.
Sphere of safety does it, but the issue is we don't have enough taxes on them to not run Suppression Field.
SF limites Planeswalkers early on. That is not an issue with Heliod, who is still a dude and late on has Nykthos mana late on anyway, but it is an issue with a PW. Combined with no early defense against attack, it makes running them hard.
As an aside
I have been running Boros Garrsion x2, bouncing Scry lands and replaying them is not bad and sometimes you get 5 mana from 4 lands, which is cool for Sphere. I have also included the Unlife/Form combo, and Assemble the Legion, Ascension and 2 Heliod plu Starfield. In short, more win cons. Ascension can be a poor wincon or great, ATL is normally always good in other decks so I relented, and it seems consistently good. It eventually gives a way to off opposing PWs, Starfield is variable in that it gives the Insta Opalescence win vs decks like tron and can be a reanimation tool against decks that don't run wrath effects, but sometimes can't be laid for that reason. Form gives the Unlife combo but on its own can stop a ground based hoarde, Heliod is always splendid but gets pathed a lot against some decks. Too often we get control but don't get the finisher, so I have tried to increase the wincons. Seems to work well so far.
Moons are still in the board.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
SF limites Planeswalkers early on. That is not an issue with Heliod, who is still a dude and late on has Nykthos mana late on anyway, but it is an issue with a PW. Combined with no early defense against attack, it makes running them hard.
This is a problem I've had in every deck I've run when I look at the option of Planeswalkers. As someone who always runs 4 Fields main deck, Planeswalkers have a hard time doing anything. It's really too bad as Baan actually plays everything the ideal Pillow Fort Planeswalker would need in my mind.
Too often we get control but don't get the finisher, so I have tried to increase the wincons. Seems to work well so far.
How many cards do you dedicate to that anyways? I have basically set it at 4 for myself (3x Sigil of the Empty Throne, 1x Heliod) but I find it's a little touch and go whether or not I win the game once it stalls out as I don't run Sphere of Safety (mana cost can make it a dead card if I draw 2-3 5 CMC cards) so the creatures eventually get mana to attack. The draw options aren't great so I sometimes find it hard top decking the correct solution.
Board 2 Blood Moon (tron, most 3 color decks, scapeshift, even most burn and death's shadow) 4 Stony Silence (Tron, Affinity, Ad Nauseam) 1 Eidolon of Rhetoric (tron, storm, burn/zoo where it is a blocker, most decks running cantrips eg ascendency) 2 Pithing Needle (now in for lightning helix, comes in vs. Trons, USA or other Nahiri decks, grishoalbrand) 1 Nevermore (Living End, Ad Nauseam, scapeshift, USA, tron, Elves) 1 Crumble to Dust (trons) 1 Karma (Jund, JUnk, 8 rack, death's shadow, Living end, grishoalbrand, Melira) 1 Grafdigger's (elves/coco) 1 Obliterate (USA, trons, grixis control, maybe Jund style midrange, fish)
My list has changed a little board wise. The main issue is I want more cards in the board like Sudden Shock, and basically there is no room. Modern is a flawed format, in Legacy you have to give up a percentage somewhere, but most decks draw what they want, and you normally feel a couple of board cards short. In Modern I always feel 5-10 board cards short, because I have no control over what I draw and if I don't draw the key card I die.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
Has anyone tried Eternal Scourge as win-con in this deck? It seems that with the MD Rest in Peace or Relic of Progenitus it is a powerful and annoying card for opponents to deal with. You can buff it with Walkers or Rancor or Ethereal Armour or some other card I have yet to discover so it can close out a game very fast if need be. It's really nice to have a creature in this deck for random utility and you don't mind loosing it to Nodes.
EDIT: I'm very keen on any deck that can play a significant amount of graveyard hate in the MD right now. The control decks gain most of their advantage from the GY. Suicide Zoo and Infect are gaining a lot of value from their GYs and Dredge....it all GY. So GY hate is preeeeeeeemium right now.
Not in this, I tried it in a RW lockdown deck (not the landkilling kind), which is basically Pillow-Fort without the enchantment emphasis and with a bunch of Bridges/Planeswalkers. That ran RIP main. AS I have said on the thread before, main deck RIP has been playable in an enchantment matters decks before the rise of Dredge- it nailed Goyf and Snappy, plus Delve and the preexisting Dredge decks, whilst stopping reanimation tricks in UW Gifts as well as little things like things with enter the bin triggers. Now it is better. Scourge is a good call.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
I was planning on playing this deck this weekend at regionals and was wondering what ratio I should play stasis snare, banishing light, or oblivion ring.
I don't think instant speed creature removal is relevant right now. So I would run a split of Banishing Light and Oblivion Ring. Lets say you want 6 total run 3 of each so you don't worry about Detention Sphere, Maelstrom Pulse, or that blue bounce spell. Can't remember the name right now.
I think a couple, maybe 3 at a push, of O ring/BL effects is fine, Stasis Snare is not that good at the moment, the deck deals with dudes well with the full or nearly full Halo/Prison/Sphere of S/S field compliment.
Private Mod Note
():
Rollback Post to RevisionRollBack
People with belligerent signatures are trying to compensate for something....
I've spent some time testing and editing this version of the pillowfort. I ran into trouble plenty of games where I get the lock and then before my win-cons can seal the deal the opponent draws their Back to Nature or Fracturing Gust.
This led me to move the pillow fort into a hard lock with Stony Silence and Mycosynth Lattice. With these two cards the game essentially blue screens. All of the lands in play are artifacts, but they cannot be tapped due to stony silence. If the board is clear of creatures, the opponent has to pay to attack, or the only creatures available do no damage then the winner is the person with the largest library. This is almost always this deck, since it doesn't fetch for lands, have any card draw, and runs 61 cards.
The results are mixed going 4-1 but sometimes 1-4 in competitive league play. Basically, it can't beat Ad Nauseam game one and struggles vs Tron even with Stony Silence main. Does great vs the usual suspects like Burn, Zoo, and now Affinity with Stony Silence.
Ad Nauseam? Are they running Lab Maniac. If not then Lightning Storm's ability is activated- meaning S field affects it, and Leyline also says no. They also use mana rocks, for which SS also says "no." So the issue is Lab Maniac, which can be dealt with.
Would also suggest Nevermore main if it is an issue, 3 Wrath seems to be overkill....
I would also suggest that SSG is maindeckable or not worth including in the side.
I have had success vs tron but only in Wr. Without R I think it is really hard. SFN makes beating tron more likely as it can come down and just allow big alpha strikes, esp if O ring is about to allow removal of solitary blockers eg Wurmcoil...
So this thread has been quite for a long time, which is a shame. I was wondering if anyone has tested out Genesis Wave in a G/W build. The biggest problem I have found is the lack of card draw/finding a closer in time. It seems like Genesis Wave and Eidolon of Blossoms may be able to help. The deck doesn't have difficulty generating a lot of mana via Nykthos, Shrine to Nyx. I realize Eidolon of Blossoms may be weak in Modern but with Greater Auramancy in play (which i cant understand why you wouldn't run it) it definitely adds some protection to our card advantage engine. Though a legitimate problem is running Eidolon of Blossoms along side Porphyry Nodes. I'm just batting around some ideas because my W/R version struggles to close out a game.
I could be totally off though.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I don't see the point of playing much land protection, unless your meta is flooded with Land destruction. But if you go the terra eternal/sacred ground, why not just animate (corrupted zendikon) or awaken (ruinous path and stuff) your lands, or even consider playing manlands (shambling vent). Planar outburst would be cool there, but I guess I'm going far from a Prison deck there, and closer to an animate land deck.
Cheers.
SST.
This one combinated with Starfield of Nyx will be a pain in the butt for our opponents. We can have plenty hate cards, ghostly, runned halo, supreme verdict... pretty nice!
Here I leave my deck and a thought of what I will change when Eldritch Moon comes out.
1 Heliod, God of the Sun
Enchantments
2 Detention Sphere
3 Ghostly Prison
2 Greater Auramancy
4 Leyline of Sanctity
3 Myth Realized
2 Nevermore
1 Porphyry Nodes
3 Runed Halo
2 Sigil of the Empty Throne
2 Sphere of Safety
2 Lunar force
1 Starfield of Nyx
3 Supreme Verdict
3 Serum Visions
2 Idyllic Tutor
For power of the moon new spoiler, I was thinking of getting rid of Myth realized and add it, so it can synergize pretty well with Starfield of Nyx, so every turn of yours will have a counter yes o yes.
I might look at Pillow-Fort again with that Vessel of Volatility ramp idea (combined with Obliterate main deck for the control matches), and I may also go down the RW Enduring Ideal route with it too to see where it goes.
I like the idea of Obliterate leaving them with nothing and us with some taxing enchantments.........
We do get hosed by the odd Back to Nature style card, and can't do much about that beyond Nevermore and suitable praying/finger crossing or to have a lot of non enchantment cards in the board.
However I also know that we need to sort Tron, and its large array of sweepers, and to improve grindy matches vs Grixis, Jund,k etc. Game 1 vs Tron is pretty hopeless, and although game two offers a lot more control cards like Stony Silence the main issue is that they eventually break out of it, even if we resolve a Crumble to Dust type card. That leads me to wonder if the issue in game two is not to exert more or better control but to put more win-cons in- "I win" cards that do it on the spot- yield to their inevitability.
I know a number of our wincons are clunky and awkward. E.G. I use main deck RIP, which to be honest works pretty well. But most of my better iterations against Tron have been ones where I slow them down and cast Starfield of Nyx, which has some negative interactions with RIP, stopping it working in its reanimation mode.
I also run Sup Field and yet am happy to bring in Luminarch Ascension, another nonbo. We often build the deck by minimising the nonbos and thus often exclude the possibility of playing certain cards almost as a mantra "I can't run X because I run Y" or " I only need inevitability and I will win, a board slot win-con is a waste". This is often the correct way to build most decks, but in our case it is more likely than most to be the case that.
I think perhaps we have enough control, or as much as we are ever going to get, and that a standard RW board should have more wincons in it instead of sticking to one wincon or two main. In some cases these will come in and replace other cards reducing nonbos, in others I think just putting more wincons full stop might be enough against tron or Nahiri style decks.
A UW board can include cards like Bribery that use Trons monsters against itself, RW can't really do that, but I was thinking that post board I would want to be packing...
Two Heliod- this is already half a nonbo with S Field and yet it still works fine main deck, the SF rarely really hurting the Heliod activation ability in a way that causes the game to change significantly.
Luminarch's A. This wins very quickly if it comes down early with support of cards like Stony Silence and maybe Ghost Quarters.
Starfield of Nyx- against tron this is often lay and sweep for 16-20- as long as some disruption happens this card is probably the best.
A.N. Other.
Against B heavy decks I run Karma from the board already, I was thinking a card from the board like Burning Earth might be worth looking at too- against a lot of decks running ramp this will cost them a lot of damage to remove- if you can disrupt Tron, for example, then it will be 8 damage to cast an Ugin, and of course we have Greater Auramancy to help keep it from Nature's Claim. We could probably use it against some of those those grindy decks too............
Post board I have 2 Heliod (main) 1 Starfield (likely to be main as I will drop nodes no 3 for it) and 1 Luminarch (board- could be main), which seems to be not bad if we get a Stony early- even if they hold the Nature's Claim. Moon stops Claim if Stony is down and they have not got the Forest.
I use a Tutor main too, which helps with finding the wincons.
I use two Crumble to Dust in the board, I might also consider Aven Mindcensor from the board, although it might just be better to pack one or more Blood Moon or a third CTD. The thing I dilike about CTD is that it only comes in against one deck....
EDIT
To be honest after more testing of boarded matches I have come to the conclusion that the best we can do is bring in a couple of Blood Moon and mix with CTD with the Stonies. We can buy a few turns with Stony Silence (which is a 4 of) and Blood Moon or CTD to remove tron. They will eventually durdle to 7 and 8 mana and may have a sweeper in hand, but when they are limited by Stony (or a Rule of Law effects) there is a window to win as they can't cycle easily. Starfield does win quickly, Heliod can do it pretty quickly. I tend to bring in any burn spells too, and although I don't rely on it I keep Nevermore, which is still ok sometimes for switching on a Heliod and sometimes buying a turn where I guess what sweepers they are holding and they have to wait for another. In game 1 Nevermore tends to get set to O stone, in game two Stony is more likely so I set it to Ugin,or Karn depending, acknowledging the potential for All is Dust. in the end NM is mediocre but you can't take everything out and any card in the deck can switch on a Heliod or become a dude.
I keep Suppression Fields in too, as they can buy a turn when a Karn or Ugin gets cast, and I also board in an Obliterate as every now and then I will get the chance to cast it and it will win.
I keep some Rest in Peace as I run Ghost Quarters and it interacts with and loam shenanigans, and it hits their bauble into the bin/draw a card mechanism on 4 of the mana washers, and because not every mediocre card can come out. The nonbo with Starfield is irrelevant, you don't beat RG Tron by getting good cards from the bin back over a number of turns.
So my board changes are
-2 Leyline (Leyline is pretty dead but with SFN its a 4/4 and it can ramp up Heliod early, so I keep a couple)
-1 Rest in peace (leave 2 in, again I just don't have any more stuff to come in for them and they have marginal uses)
-4 Ghostly
-3 Sphere of Safety (I keep one as sometimes with Tron neutralised it is relevant, but really its just a 5/5 with SFN down)
-1 Porphyr Nodes (leaving 1 as I now run 2, sometimes it can munch a Wurmcoil)
+4 Stony
+2 Blood Moon
+2 Crumble to Dust
+1 Eidolon of Rhetoric
and
+1 Obliterate
+ 1 lightning helix
It is still not great but I get a reasonable number of game 2/3 wins out of it, and only CTD is a narrow board card with no applications elsewhere.
Bascially we need
More viable one drops- no chance of this happening on current form.
Enchantments that act as win cons- this could happen as Origins and the RTR block have shown they are happy to print token generating enchantments in U and RW. It is not inconceivable it happens again in a form that works.
Cycling and cantrips in enchantments are both unlikely.
Mana restriction is super super unlikey, hexproof or protected by taxes enchantments are equally hard to envisage, although Monastery Siege was close recently so it may happen.
Tutoring- just not going to be better than Idyllic
Limited ramp for enchantments - no chance.
So I can't see too much to help based on what we know so far.......
I did a load of testing over the summer,and I got this board out of it
1Karma
2Blood Moon
Obliterate
2 Pithing Needle
4 Stony Silence
Eidolon of Rhetoric
Lightning helix
2 Crumble to Dust
1 Grafdigger's cage.
Needless to say I run 3 main deck RIP, because otherwise that board is insanely bad.
The beauty of PF is that we can use any main deck enchantment almost, because it counts towards sphere of safety and Nykthos mana. RIP does so much anyway, from Goyf, Snappy, Kolaghan's command, Finks'persist, Ooze, Voice death triggers, Wurmcoil death triggers and various Melira combos with the persisters, Grishoalbrand's Goryo's, Dredge, Become Immense in infect, Revilarks, Modular in affinity decks, Living end, Nahiri's get Emmy back into the deck, Proclamation of Rebirth and Emeria in Martyr Proc, even Boom/Busting that flagstones in obscure landkill decks, you can be sure that it will have an effect on the enemy somehow. Having it read "ghostly prison for 1" once sphere is down makes the risk of maindecking it wortwhile.
W
Enchantment
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under your opponent's control, you gain 1 life.
Authority of the Consulate
W
Enchantment
Creatures your opponents control enter the battlefield tapped.
Whenever a creature enters the battlefield under an opponent's control, you gain 1 life.
Comes down so fast, buys time via life gain. It's not super hard hitting but it would be ok to have more than 2 in your deck for stacking life-gain. I don't think is a shoe-in, not exactly what we're looking for but it's something new to think about.
Not sure if this really adds anything we don't already have to the Storage Matrix/Prison combo...I mean, Blind Obedience is already better at it and wasn't doing a good job. I can't imagine this being much better except against creatures flooding the board. I don't think the limiting factor was the number of tap mechanisms.
On a side note, Dovin Baan would be alright in Pillow Fort if he can be protected due to having a -1 which assists on parts this deck really needs (Life gain and card draw) in addition to threatening with a one-sided Stasis Orb...now if only there was a decent way to protect planeswalkers. I know it'll never happen but an updated version of Ghostly Prison would be terrific.
SF limites Planeswalkers early on. That is not an issue with Heliod, who is still a dude and late on has Nykthos mana late on anyway, but it is an issue with a PW. Combined with no early defense against attack, it makes running them hard.
As an aside
I have been running Boros Garrsion x2, bouncing Scry lands and replaying them is not bad and sometimes you get 5 mana from 4 lands, which is cool for Sphere. I have also included the Unlife/Form combo, and Assemble the Legion, Ascension and 2 Heliod plu Starfield. In short, more win cons. Ascension can be a poor wincon or great, ATL is normally always good in other decks so I relented, and it seems consistently good. It eventually gives a way to off opposing PWs, Starfield is variable in that it gives the Insta Opalescence win vs decks like tron and can be a reanimation tool against decks that don't run wrath effects, but sometimes can't be laid for that reason. Form gives the Unlife combo but on its own can stop a ground based hoarde, Heliod is always splendid but gets pathed a lot against some decks. Too often we get control but don't get the finisher, so I have tried to increase the wincons. Seems to work well so far.
Moons are still in the board.
This is a problem I've had in every deck I've run when I look at the option of Planeswalkers. As someone who always runs 4 Fields main deck, Planeswalkers have a hard time doing anything. It's really too bad as Baan actually plays everything the ideal Pillow Fort Planeswalker would need in my mind.
How many cards do you dedicate to that anyways? I have basically set it at 4 for myself (3x Sigil of the Empty Throne, 1x Heliod) but I find it's a little touch and go whether or not I win the game once it stalls out as I don't run Sphere of Safety (mana cost can make it a dead card if I draw 2-3 5 CMC cards) so the creatures eventually get mana to attack. The draw options aren't great so I sometimes find it hard top decking the correct solution.
1 Assemble the Legion
1 Luminarch Ascension
2 Heliod
1 Starfield of Nyx
1 Form of the Dragon !!!!!!!!
I run 1 Board Karma too
my list is...
4 Runed Halo
1 Luminarch Ascension
2 Greater Auramancy
3 Rest in Peace
4 Suppression Field
4 Ghostly Prison
1 Oblivion Ring
1 Banishing light
1 Phyrexian Unlife
1 Idyllic Tutor
4 Sphere of Safety
1 Starfield of Nyx
1 Assemble the Legion
1 Form of the Dragon
3 Ghost Quarter
8 Plains
4 Temple of Triumph
2 Sacred Foundry
2 Boros Garison
1 Rugged Prairie
1 mountain
2 Nykthos, Shrine to Nyx.
2 Blood Moon (tron, most 3 color decks, scapeshift, even most burn and death's shadow)
4 Stony Silence (Tron, Affinity, Ad Nauseam)
1 Eidolon of Rhetoric (tron, storm, burn/zoo where it is a blocker, most decks running cantrips eg ascendency)
2 Pithing Needle (now in for lightning helix, comes in vs. Trons, USA or other Nahiri decks, grishoalbrand)
1 Nevermore (Living End, Ad Nauseam, scapeshift, USA, tron, Elves)
1 Crumble to Dust (trons)
1 Karma (Jund, JUnk, 8 rack, death's shadow, Living end, grishoalbrand, Melira)
1 Grafdigger's (elves/coco)
1 Obliterate (USA, trons, grixis control, maybe Jund style midrange, fish)
My list has changed a little board wise. The main issue is I want more cards in the board like Sudden Shock, and basically there is no room. Modern is a flawed format, in Legacy you have to give up a percentage somewhere, but most decks draw what they want, and you normally feel a couple of board cards short. In Modern I always feel 5-10 board cards short, because I have no control over what I draw and if I don't draw the key card I die.
Looks like Enchantress.
Its basically Pillow -Fort in an enchantress shell.
2 Mesa Enchantress
4 Yavimaya Enchantress
3 Courser of Kruphix
3 Nyx-Fleece Ram
1 Heliod, God of the Sun
4 Forest
5 Plains
2 Arid Mesa
3 Canopy Vista
4 Temple Garden
4 Windswept Heath
3 Ghostly Prison
2 Leyline of Sanctity
3 Nevermore
1 Parallel Lives
2 Privileged Position
3 Sacred Mesa
1 Sigil of the Empty Throne
1 Starfield of Nyx
3 Stasis Snare
1 Spear of Heliod
2 Pithing Needle
1 Relic of Progenitus
2 Kor Firewalker
2 Choke
2 Phyrexian Unlife
2 Krosan Grip
1 Gaddock Teeg
2 Melira, Sylvok Outcast
EDIT: I'm very keen on any deck that can play a significant amount of graveyard hate in the MD right now. The control decks gain most of their advantage from the GY. Suicide Zoo and Infect are gaining a lot of value from their GYs and Dredge....it all GY. So GY hate is preeeeeeeemium right now.
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
I think a couple, maybe 3 at a push, of O ring/BL effects is fine, Stasis Snare is not that good at the moment, the deck deals with dudes well with the full or nearly full Halo/Prison/Sphere of S/S field compliment.
4 Porphyry Nodes
3 Greater Auramancy
4 Stony Silence
2 Suppression Field
4 Runed Halo
4 Ghostly Prison
1 Heliod, God of the Sun
4 Leyline of Sanctity
3 Wrath of God
Artifacts
4 Mycosynth Lattice
Lands
4 Ghost Quarter
4 Nykthos, Shrine to Nyx
16 Plains
4 Nevermore
1 Story Circle
2 Starfield of Nyx
1 Surgical Extraction
2 Simian Spirit Guide
2 Wheel of Sun and Moon
3 Pithing Needle
I've spent some time testing and editing this version of the pillowfort. I ran into trouble plenty of games where I get the lock and then before my win-cons can seal the deal the opponent draws their Back to Nature or Fracturing Gust.
This led me to move the pillow fort into a hard lock with Stony Silence and Mycosynth Lattice. With these two cards the game essentially blue screens. All of the lands in play are artifacts, but they cannot be tapped due to stony silence. If the board is clear of creatures, the opponent has to pay to attack, or the only creatures available do no damage then the winner is the person with the largest library. This is almost always this deck, since it doesn't fetch for lands, have any card draw, and runs 61 cards.
The results are mixed going 4-1 but sometimes 1-4 in competitive league play. Basically, it can't beat Ad Nauseam game one and struggles vs Tron even with Stony Silence main. Does great vs the usual suspects like Burn, Zoo, and now Affinity with Stony Silence.
Any thoughts on what should be changed?
Would also suggest Nevermore main if it is an issue, 3 Wrath seems to be overkill....
I would also suggest that SSG is maindeckable or not worth including in the side.
I have had success vs tron but only in Wr. Without R I think it is really hard. SFN makes beating tron more likely as it can come down and just allow big alpha strikes, esp if O ring is about to allow removal of solitary blockers eg Wurmcoil...
I could be totally off though.