Sorry I have been away this weekend guys (I tend to only check and update while I am at work during the week and spend the weekend at Tournaments and watching football with friends). Anyway, on Emeria Shepherd... yes she is strictly "worse than Titan" if you try comparing them side by side. The thing she brings to the table is the ability to diversify your threats, gives you evasion and instant speed recursion (not to mention multiple recursions a turn). Her inability to get lands back is why she is only a 1 of in the deck. Her ideal landing spot will be in games where you do not have Emeria (it has been killed or hasn't been found) and you have Titan, Gideon, or other walkers, or "dig" creatures in the yard. When I played this weekend I had two games where I played her and used her ability to let me dig to another threat so that when she was removed I could keep rolling. I have noticed with JUST Sun Titan that there are some games where you land him and while you are trying kill your opponent, you draw lands and he meets harsh removal (like Path). Then I am stuck grinding to another Titan (usually lengthening the game and causing more draws in the long run). Emeria Shepherd turns every draw into gas. You either get a non-land permanent to play or hand (which you have enough mana to cast), or you draw into spells (in my control version gives me answers to removal). I think she is fantastic as a 1 of and no more. (I am currently running 2x Sun Titan, 1x Emeria Shepherd, 1x Venser (planeswalker) and 1x Gideon Jura).
Ok, now I'll comment on the concerns about Boggles because... yeah its a ***** against control decks and I had to get lots of practice against it while I tweaked my sideboard a bit (I didn't have all the normal cards and was slowly picking them up) and now I feel better about the matchup. While this still isn't favorable, we do have answers. Those answers in my deck/SB are Detention Sphere, Supreme Verdict, Wrath of Dog, Runed Halo and Celestial Flare (which I currently have a 1 of but might go up to 2 because of my meta). So the other cards are normal and you generally know how to play them, I'm sure, but let me cover Detention Sphere in this matchup because it's actually a bit of the odd-ball (if you already do/know this then great! Just I'm trying to help those who don't against this aggravating matchup). So while it may seem important to Detention Sphere big threat enchantments like Daybreak Cornet and Ethereal Armor, that is a trap you should avoid. There are 2 types of enchantments that will cause you to lose to this deck, evasion and totem armor. Evasion in the form of Rancor, Unflinching Courage and (the worst) Spirit Mantle means you cannot chump their big dude and you get murdered. It's not wrong to get rid of these as they let you stall for an answer. Where this deck will really house you though is Totem Armor in the form of Hyena Umbra and Spider Umbra. These card make your Supreme Verdict and Wrath of God only blow up the one enchantment and they continue to steam roll you. My most common route to winning game 2/3 is landing a detention sphere on their Umbra (sometimes hitting multiples because they usually don't NOT hold onto things as their gameplan is dude on board, make him lethal and kill you) turn 3 and then destroy everything turn 4. They are then forced to reload and usually have few cards in hand (and now must get both dudes and enchantments) giving you time to establish Emeria/Titan and kill him.
Celestial Flare has been the all-star out of my sideboard because of the increase of Hexproof in my meta as of late (There has been a HUGE uprising in UW Control and Esper Control in my meta running Geist of Saint Traft who WRECKS control decks. I guess I am not helping a ton by running the UW Control version of this deck ;-)..). This is suprisingly good against a bunch of matchups that only swing 1 dude. Grixis Delver tends to swing with just a delver/tasigur/angler early giving you the chance to kill it. After seeing it they will try to stick more pyromancers and go wider (which allows you to Verdict and watch them tear up a bit for over extending). Against Tron I have used it (admittedly only once but to hilarious effect) to kill a swinging Emerkul (I sacrificed 6 lands, Celestial Flare and left my Titan onboard to recur lands and win me the game over the next couple turns). It kills Geist as well (just be sure you cast it in response to the trigger bringing the Angel in. Sure you take 4 to the face but Geist wont be murdering you now and it's cheap enough to hold counters for their counters). Lastly against Boggles (which I face more than I'd like considering it isn't a very popular deck (just popular enough)). They will ALWAYS have 1 dude onboard (because if they hold their others in reserve in case you destroy the one in play). They then swing with just him and get blown out. Can't Totem Armor through a sacrifice and Hexproof does jack-all. Collect their sweet salty tears and proceed to win the match.
Flooded Strand is REALLY GOOD in this deck. I really don't recommend playing the deck without it. But budgets are budgets...
It lets you get more land with Sun Titan, it lets you double up on Emeria Shepherd triggers, it lets you fetch basic Islands and Plains to play around Blood Moon.
Flooded Strand is REALLY GOOD in this deck. I really don't recommend playing the deck without it. But budgets are budgets...
It lets you get more land with Sun Titan, it lets you double up on Emeria Shepherd triggers, it lets you fetch basic Islands and Plains to play around Blood Moon.
I'd say if you are going budget, run terramorphic expanse and other such cards. Might make you cry a little inside because of how slow they are but they give you similar functionality in this deck (though clearly not even close to as good)
I'd say if you are going budget, run terramorphic expanse and other such cards. Might make you cry a little inside because of how slow they are but they give you similar functionality in this deck (though clearly not even close to as good)
Good idea actually. I'd say the loss of speed is more acceptable than running other nonbasics that don't help Emeria.
I'd say if you are going budget, run terramorphic expanse and other such cards. Might make you cry a little inside because of how slow they are but they give you similar functionality in this deck (though clearly not even close to as good)
Good idea actually. I'd say the loss of speed is more acceptable than running other nonbasics that don't help Emeria.
The other option if you don't want to slow down is Flagstones of Trokair because they would let you keep on curve early and then you can fetch your shocks/hamlet lands when you want by playing a second. New legendary rule applies really well so you can use it to keep searching up "plains" by recurring with Sun Titan. This will limit your earlier access to U but gives you a longterm fetch for it (at the cost of 0 life which is kinda nice)
I usually compare this deck to a "in the future" better equiped to fight combo, martyr-proc like deck. As they have 3 recursion engines, i feel this deck should have another one. The new emeria angel is one, but i've seen some bant titan lists, with life from the loam that wreck GR tron!!!!
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Modern: RBW Mardu Pyro X Eldrazi
Pauper: X Affinity G Stompy
I usually compare this deck to a "in the future" better equiped to fight combo, martyr-proc like deck. As they have 3 recursion engines, i feel this deck should have another one. The new emeria angel is one, but i've seen some bant titan lists, with life from the loam that wreck GR tron!!!!
I mean I feel like we already wreck GR Tron (I know I haven't dropped a game to it, let alone a match). I love Life from the Loam but don't think it would be nearly consistent enough (as well as too graveyard reliant). I know that might seem strange but I have won several games without a graveyard due to Rest in Peace, because I can still beat them down with a resolved Titan who does work even without additional value. I'd always fear dumping threats into the yard and having them all exiled or being eatin by scooze before you can reanimate them.
Playing 4 GQs we're already in a decent spot in the LD-part of handling Tron. The problem I have is 1. Handling resolved PW:s and 2. finishing the game before they get back on their feet.
That you feel that we wreck them means you're doing something right that I am not, Exatraz, care to help an old noob?
I havent found results yet of how the tapout version does. i've seen plenty of results from the draw-go, the most recent one being in page 14, and theres only 1 result i could find in page 11 of the tapout which did 2-3, which could be worse, but doesnt say much yet. Any other tournament result of the tapout or the esper version?
The "esper version" is just mcimsek really, unless you count my singleton Rites I'm trying out as Esper. The tapout hasn't put up any real results since the original iteration of the deck that was filled with Flickerwisps (and had the counter package in the SB, I think). That deck did however put up good results on MODO.
Playing 4 GQs we're already in a decent spot in the LD-part of handling Tron. The problem I have is 1. Handling resolved PW:s and 2. finishing the game before they get back on their feet.
That you feel that we wreck them means you're doing something right that I am not, Exatraz, care to help an old noob?
I feel the same way about Tron. I don't think I've won a match yet...
Went 2-1-1 today. Same list as last page. Lost to GR Tron, unintentionally drew with Lantern Control. Beat Merfolk and Burn.
Tron is real tough. I took a game off him, but he had mulliganed to 4, and he still almost won that one. The problem is we have to wait until turn 7 or later to start recurring Ghost Quarters. That's plenty of time for the Tron player to rebuild his mana base. And planeswalkers are a big problem. And we can't just ignore their mana and try to counter all the threats either, because they can go get an Emrakul and just win.
The "esper version" is just mcimsek really, unless you count my singleton Rites I'm trying out as Esper. The tapout hasn't put up any real results since the original iteration of the deck that was filled with Flickerwisps (and had the counter package in the SB, I think). That deck did however put up good results on MODO.
It is actually popular in MTGO, I have played some mirror matches. But it didn't win dailies for a few weeks or so. Draw-go is the popular one since SCG Charlotte and video of the match against Logan Mize (here: http://www.twitch.tv/scglive/v/12370810?t=1h10m44s ). I think this guy is the first one who played draw-go in an event with a good result.
Hi everyone, been away from the boards because my last dozen games last week were literally the worst possible draws this deck can give. I seem to draw the "wrong half" frequently.
Quote from Exatraz »
Ok, now I'll comment on the concerns about Boggles because... yeah its a ***** against control decks and I had to get lots of practice against it while I tweaked my sideboard a bit (I didn't have all the normal cards and was slowly picking them up) and now I feel better about the matchup. While this still isn't favorable, we do have answers
But, regarding bogles. I'm a bogles player. This deck hoses bogles. I've never beaten titan as bogles (many matches), and I've never lost to bogles as titan (okay, in the latter situation its been 1 time played in a tournament setting). The frustration of this deck is what lead me to play it. The trick is not to attack them. Don't fight them, because they win the fight. Everything Exatraz said about detention sphere is correct, but also Lone Missionary by itself is an absolute hero here. This match up is about stalling. Just don't die. Only control them enough not to die, but don't worry about stopping them because they run out of gas. We own inevitability, and in the mean time just don't die. That's the only goal. Usually I'm at 3 or less life when the match turns around. Its a similar game plan to burn in this MU. Don't die - they run out of gas and we have inevitability. So as such only play enough resources to stop yourself from dying, and hold up the extra mana for the dispel or spellbomb against the Path to Exile.
For info: I'm running basically the stock list with only 3 Flickerwisp, 3 Pilgrim's Eye, +1 Venser, +1 Ojutai's Command.
Playing 4 GQs we're already in a decent spot in the LD-part of handling Tron. The problem I have is 1. Handling resolved PW:s and 2. finishing the game before they get back on their feet.
That you feel that we wreck them means you're doing something right that I am not, Exatraz, care to help an old noob?
Maybe I have been fortunate but the game plan has been pretty straight forward for me against Tron. I counter planeswalkers and GQ Tron pieces. I know that sounds ridiculous but its all about timing. I usually wait until they search for another piece and then blow up one of the ones they have. I always keep counter magic open until I can land Sun Titan. Post Board I have 2x Stony Silence, 2x Detention Sphere, 2x Aven Mindcensor 1x Surgical Extraction to lock down their ability to get Tron. It hasn't been an easy matchup per say because I am nervous about them having natural Tron and redundant pieces to it but it seems that if I time things right I have been able to get to the "Strip Mine" plan. Relic hurts a bit as well.
Hi everyone, been away from the boards because my last dozen games last week were literally the worst possible draws this deck can give. I seem to draw the "wrong half" frequently.
Quote from Exatraz »
Ok, now I'll comment on the concerns about Boggles because... yeah its a ***** against control decks and I had to get lots of practice against it while I tweaked my sideboard a bit (I didn't have all the normal cards and was slowly picking them up) and now I feel better about the matchup. While this still isn't favorable, we do have answers
But, regarding bogles. I'm a bogles player. This deck hoses bogles. I've never beaten titan as bogles (many matches), and I've never lost to bogles as titan (okay, in the latter situation its been 1 time played in a tournament setting). The frustration of this deck is what lead me to play it. The trick is not to attack them. Don't fight them, because they win the fight. Everything Exatraz said about detention sphere is correct, but also Lone Missionary by itself is an absolute hero here. This match up is about stalling. Just don't die. Only control them enough not to die, but don't worry about stopping them because they run out of gas. We own inevitability, and in the mean time just don't die. That's the only goal. Usually I'm at 3 or less life when the match turns around. Its a similar game plan to burn in this MU. Don't die - they run out of gas and we have inevitability. So as such only play enough resources to stop yourself from dying, and hold up the extra mana for the dispel or spellbomb against the Path to Exile.
For info: I'm running basically the stock list with only 3 Flickerwisp, 3 Pilgrim's Eye, +1 Venser, +1 Ojutai's Command.
My problem against Boggles is when you have no solid answer and they kill you like turn 4. Games where they are on the play and go T1 Boggles, T2 Umbra (I drop wall or missionary to block), T3 Spirit Mantle, T4 Daybreak and Ethereal and you are dead if you didnt have BOTH Detention Sphere and Verdict in hand. Path is essentially a dead draw and you usually are on WAY too fast a clock. Games where I can block for even a turn or 2 seem to work better for me but you pretty much need your answers in opening hand.
My problem with Tron is preboard. Feels like I'm 10/90. Must admit I've faced down quite a few T3 active Tron which makes me feel unlucky but still. You say "counter planeswalkers" as if this is easy vs them. Mana Leaks (which I have 2 off) are dead very fast vs a deck like Tron, especially a decent player who knows to play around them if the PW is their only threat in hand, and Negate is something I run as a singleton... I know how to GQ them out, the timing of it all, but it's usually just not enough.
My problem with Tron is preboard. Feels like I'm 10/90. Must admit I've faced down quite a few T3 active Tron which makes me feel unlucky but still. You say "counter planeswalkers" as if this is easy vs them. Mana Leaks (which I have 2 off) are dead very fast vs a deck like Tron, especially a decent player who knows to play around them if the PW is their only threat in hand, and Negate is something I run as a singleton... I know how to GQ them out, the timing of it all, but it's usually just not enough.
Typically I use my Leaks on them trying to find Tron pieces and save the Negates for the Walkers. Game 1 is kinda a crap shoot but games 2-3 I always feel a lot better because of all the incidental hate in the board. I have gotten pretty lucky so far with the matchup and not had T3 natural Tron drawn against me though so that helps.
Just reread and realize you are running 1 Negate. I run 2 in MB and go between 1-2 in the SB. I like them a lot more than Mana Leak because of matchups like this.
Here's what I have put together. I focus a bit more on consistency over utility that you guys do. I also believe that Phantasmal Image is sweet and if you've ever copied a Kitchen Finks with one you'd know why they can be value cards. The only time they are dead is on an empty board... which is fine with us. Playing more than 2 Sun Titans and Emeria, the Sky Ruin is just asking for trouble. I also included the Ghost Quarter and Flagstones of Trokair package along with the 24th land being replaced with Crucible of Worlds. This vastly improves the Tron and Bloom Titan Matchup while also letting you hit land drops for the rest of the game. Remember to hold priority when you play Crucible to get when trigger out of it for sure encase it gets blown up. Weathered Wayfarer is sweet and if your strategy is to jam value creatures than you might as well play one that's one mana and fixes your mana. He is either gonna eat a bolt or set you up to hit land drops until he does. Tron is forced to pyroclasm away a Wayfarer or just lose to back to back Ghost Quarters. The sideboard is just based on my experience with playing Martyr Proc and Soul Sisters for a while. Since we don't have Martyr here for lifegain I'm boarding Auriok Champions, Leylines, and Spellskites for burn. For the midrange trump we bring in Gideon and Elspeth with Leyline to protect our hand. Linvala is just a sweet creature to have and can be a win con along with a hate cards for elves, twin, affinity, and ascendancy. Supreme Verdict is there for the Merfolk matchup which I imagine is pretty bad. Especially when they can cursecatcher or spell pierce a Wrath of God. You lose the regeneration, but I'd help that Elves is a good matchup with all of our removal and counters.
You play T1 Strand and then fetch at end-of-turn (you had no 1 mana play to make).
Do you fetch a tapped Hallowed Fountain because your Prairie Streams have a decent chance of coming in untapped for free later in the game, or do you fetch a Prairie Stream to keep the flexibility of the shock lands (example: you want to maximize your chances of playing a T4 Supreme Verdict)?
You play T1 Strand and then fetch at end-of-turn (you had no 1 mana play to make).
Do you fetch a tapped Hallowed Fountain because your Prairie Streams have a decent chance of coming in untapped for free later in the game, or do you fetch a Prairie Stream to keep the flexibility of the shock lands (example: you want to maximize your chances of playing a T4 Supreme Verdict)?
I'd get the Shock land. If you draw into another fetch you get a basic plains so then you have 2 basics. Maybe that is just me. I'd also need to know more about the hand, do I have Pilgrim's Eye? If you do you get the shock 100%.
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Ok, now I'll comment on the concerns about Boggles because... yeah its a ***** against control decks and I had to get lots of practice against it while I tweaked my sideboard a bit (I didn't have all the normal cards and was slowly picking them up) and now I feel better about the matchup. While this still isn't favorable, we do have answers. Those answers in my deck/SB are Detention Sphere, Supreme Verdict, Wrath of Dog, Runed Halo and Celestial Flare (which I currently have a 1 of but might go up to 2 because of my meta). So the other cards are normal and you generally know how to play them, I'm sure, but let me cover Detention Sphere in this matchup because it's actually a bit of the odd-ball (if you already do/know this then great! Just I'm trying to help those who don't against this aggravating matchup). So while it may seem important to Detention Sphere big threat enchantments like Daybreak Cornet and Ethereal Armor, that is a trap you should avoid. There are 2 types of enchantments that will cause you to lose to this deck, evasion and totem armor. Evasion in the form of Rancor, Unflinching Courage and (the worst) Spirit Mantle means you cannot chump their big dude and you get murdered. It's not wrong to get rid of these as they let you stall for an answer. Where this deck will really house you though is Totem Armor in the form of Hyena Umbra and Spider Umbra. These card make your Supreme Verdict and Wrath of God only blow up the one enchantment and they continue to steam roll you. My most common route to winning game 2/3 is landing a detention sphere on their Umbra (sometimes hitting multiples because they usually don't NOT hold onto things as their gameplan is dude on board, make him lethal and kill you) turn 3 and then destroy everything turn 4. They are then forced to reload and usually have few cards in hand (and now must get both dudes and enchantments) giving you time to establish Emeria/Titan and kill him.
Celestial Flare has been the all-star out of my sideboard because of the increase of Hexproof in my meta as of late (There has been a HUGE uprising in UW Control and Esper Control in my meta running Geist of Saint Traft who WRECKS control decks. I guess I am not helping a ton by running the UW Control version of this deck ;-)..). This is suprisingly good against a bunch of matchups that only swing 1 dude. Grixis Delver tends to swing with just a delver/tasigur/angler early giving you the chance to kill it. After seeing it they will try to stick more pyromancers and go wider (which allows you to Verdict and watch them tear up a bit for over extending). Against Tron I have used it (admittedly only once but to hilarious effect) to kill a swinging Emerkul (I sacrificed 6 lands, Celestial Flare and left my Titan onboard to recur lands and win me the game over the next couple turns). It kills Geist as well (just be sure you cast it in response to the trigger bringing the Angel in. Sure you take 4 to the face but Geist wont be murdering you now and it's cheap enough to hold counters for their counters). Lastly against Boggles (which I face more than I'd like considering it isn't a very popular deck (just popular enough)). They will ALWAYS have 1 dude onboard (because if they hold their others in reserve in case you destroy the one in play). They then swing with just him and get blown out. Can't Totem Armor through a sacrifice and Hexproof does jack-all. Collect their sweet salty tears and proceed to win the match.
Anyway, that is all I got for now!
It lets you get more land with Sun Titan, it lets you double up on Emeria Shepherd triggers, it lets you fetch basic Islands and Plains to play around Blood Moon.
I'd say if you are going budget, run terramorphic expanse and other such cards. Might make you cry a little inside because of how slow they are but they give you similar functionality in this deck (though clearly not even close to as good)
Good idea actually. I'd say the loss of speed is more acceptable than running other nonbasics that don't help Emeria.
The other option if you don't want to slow down is Flagstones of Trokair because they would let you keep on curve early and then you can fetch your shocks/hamlet lands when you want by playing a second. New legendary rule applies really well so you can use it to keep searching up "plains" by recurring with Sun Titan. This will limit your earlier access to U but gives you a longterm fetch for it (at the cost of 0 life which is kinda nice)
RBW Mardu Pyro
X Eldrazi
Pauper:
X Affinity
G Stompy
I mean I feel like we already wreck GR Tron (I know I haven't dropped a game to it, let alone a match). I love Life from the Loam but don't think it would be nearly consistent enough (as well as too graveyard reliant). I know that might seem strange but I have won several games without a graveyard due to Rest in Peace, because I can still beat them down with a resolved Titan who does work even without additional value. I'd always fear dumping threats into the yard and having them all exiled or being eatin by scooze before you can reanimate them.
That you feel that we wreck them means you're doing something right that I am not, Exatraz, care to help an old noob?
I feel the same way about Tron. I don't think I've won a match yet...
Tron is real tough. I took a game off him, but he had mulliganed to 4, and he still almost won that one. The problem is we have to wait until turn 7 or later to start recurring Ghost Quarters. That's plenty of time for the Tron player to rebuild his mana base. And planeswalkers are a big problem. And we can't just ignore their mana and try to counter all the threats either, because they can go get an Emrakul and just win.
It is actually popular in MTGO, I have played some mirror matches. But it didn't win dailies for a few weeks or so. Draw-go is the popular one since SCG Charlotte and video of the match against Logan Mize (here: http://www.twitch.tv/scglive/v/12370810?t=1h10m44s ). I think this guy is the first one who played draw-go in an event with a good result.
But, regarding bogles. I'm a bogles player. This deck hoses bogles. I've never beaten titan as bogles (many matches), and I've never lost to bogles as titan (okay, in the latter situation its been 1 time played in a tournament setting). The frustration of this deck is what lead me to play it. The trick is not to attack them. Don't fight them, because they win the fight. Everything Exatraz said about detention sphere is correct, but also Lone Missionary by itself is an absolute hero here. This match up is about stalling. Just don't die. Only control them enough not to die, but don't worry about stopping them because they run out of gas. We own inevitability, and in the mean time just don't die. That's the only goal. Usually I'm at 3 or less life when the match turns around. Its a similar game plan to burn in this MU. Don't die - they run out of gas and we have inevitability. So as such only play enough resources to stop yourself from dying, and hold up the extra mana for the dispel or spellbomb against the Path to Exile.
For info: I'm running basically the stock list with only 3 Flickerwisp, 3 Pilgrim's Eye, +1 Venser, +1 Ojutai's Command.
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
Maybe I have been fortunate but the game plan has been pretty straight forward for me against Tron. I counter planeswalkers and GQ Tron pieces. I know that sounds ridiculous but its all about timing. I usually wait until they search for another piece and then blow up one of the ones they have. I always keep counter magic open until I can land Sun Titan. Post Board I have 2x Stony Silence, 2x Detention Sphere, 2x Aven Mindcensor 1x Surgical Extraction to lock down their ability to get Tron. It hasn't been an easy matchup per say because I am nervous about them having natural Tron and redundant pieces to it but it seems that if I time things right I have been able to get to the "Strip Mine" plan. Relic hurts a bit as well.
My problem against Boggles is when you have no solid answer and they kill you like turn 4. Games where they are on the play and go T1 Boggles, T2 Umbra (I drop wall or missionary to block), T3 Spirit Mantle, T4 Daybreak and Ethereal and you are dead if you didnt have BOTH Detention Sphere and Verdict in hand. Path is essentially a dead draw and you usually are on WAY too fast a clock. Games where I can block for even a turn or 2 seem to work better for me but you pretty much need your answers in opening hand.
Typically I use my Leaks on them trying to find Tron pieces and save the Negates for the Walkers. Game 1 is kinda a crap shoot but games 2-3 I always feel a lot better because of all the incidental hate in the board. I have gotten pretty lucky so far with the matchup and not had T3 natural Tron drawn against me though so that helps.
Just reread and realize you are running 1 Negate. I run 2 in MB and go between 1-2 in the SB. I like them a lot more than Mana Leak because of matchups like this.
Thoughts?
2 Weathered Wayfarer
4 Phantasmal Image
4 Wall of Omens
4 Court Hussar
4 Kitchen Finks
2 Restoration Angel
2 Sun Titan
Spells:15
4 Path to Exile
4 Mana Leak
1 Crucible of Worlds
4 Detention Sphere
2 Supreme Verdict
1 Celestial Colonnade
2 Emeria, the Sky Ruin
4 Flagstones of Trokair
4 Flooded Strand
4 Ghost Quarter
4 Hallowed Fountain
1 Island
3 Plains
3 Auriok Champion
4 Spellskite
3 Leyline of Sanctity
1 Linvala, Keeper of Silence
2 Supreme Verdict
1 Gideon Jura
1 Elspeth, Sun's Champion
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
You play T1 Strand and then fetch at end-of-turn (you had no 1 mana play to make).
Do you fetch a tapped Hallowed Fountain because your Prairie Streams have a decent chance of coming in untapped for free later in the game, or do you fetch a Prairie Stream to keep the flexibility of the shock lands (example: you want to maximize your chances of playing a T4 Supreme Verdict)?
I'd get the Shock land. If you draw into another fetch you get a basic plains so then you have 2 basics. Maybe that is just me. I'd also need to know more about the hand, do I have Pilgrim's Eye? If you do you get the shock 100%.