I think it is too early to count out the potential of Geier Reach Sanitarium and Spirit of the Labyrinth. Played with these in my spirit brew last night, and am very impressed with it's discard soft lock on opponents turn.
I think it is too early to count out the potential of Geier Reach Sanitarium and Spirit of the Labyrinth. Played with these in my spirit brew last night, and am very impressed with it's discard soft lock on opponents turn.
What's your list look like, what kinds of decks did you play against, and how often did you achieve your lock?
Has Bygone Bishop been considered as a card advantage engine?
It has, and the main problem with it is it's CMC to be perfectly honest, the 3 drop slot is so crammed full of goodness there's no room for a mediocre card advantage engine.
Modern: G Stompy G UR Izzet Prowess/Delver UR UWB Spirits UWB UWB Brain Control UWB WUB Esper Reveillark WUB EDH: WUBRG Horde of Notions WUBRG W Nine-and-a-Half TailsW WGUR Kynaios and Tiro of Meletis WGUR
Okay, more play-testing to report: I've been trying all sorts of varieties of pure UW lists that play the tempo-control game but without Vial so I could try and see the point you guys are all trying to make. I just can't beat Jeskai Control reliably without vial. I don't have enough good 1 drop plays without it and we really don't have good card draw in this matchup (lists I try with Ojutai's command don't work well because it is too slow). I'm finding that our tempo plan isn't very good if we can't follow up one creature with another... at least not against control. For example, any creature I play on t2 gets removed at instant speed immediately and there is nothing I can do about it. My best plans should be to flash in a rattlechains of a spellqueller, but I can't wait on 4 lands to play a selfless and a chains and I certainly can't wait until 5 lands for a selfless and a queller. Mausoleum Wanderer helps a ton, for sure, but I don't get him t1 in enough games.
I'm really missing vial because I need to cheat on mana so I can follow up one creature after another, otherwise our creatures really don't protect each other nearly well enough. I will say that Kira is amazing. Games I win right now against Jeskai Control (UW without Vial) have a t1 mausoleum wanderer and a t3 Kira play. Also, I will say that if we don't play vial (and even if we do...) I think Cavern of Souls is a must at at least 2x.
I'm going to go back and fiddle with my Bant list again... I feel like it is the most versatile list, offering me card advantage and a lot of ramp options.
Also, I'm going to throw this out there... 4x Path to Exile might be too much. I want to path something about once per game, but every time I do we neuter Mausoleum Wanderer by letting them ramp up by a land. I'm going to go down to 3x in all of my lists for now.
I think it is too early to count out the potential of Geier Reach Sanitarium and Spirit of the Labyrinth. Played with these in my spirit brew last night, and am very impressed with it's discard soft lock on opponents turn.
What's your list look like, what kinds of decks did you play against, and how often did you achieve your lock?
Not sure with the side board, and LD has been shutting down the lock.. you for sure need other options within, but when it does happen it is game changing. Hokori, Dust Drinker may not be a contender and am thinking Spreading seas would be a much better sideboard for Tron. Possibly 4?
I am currently toying around with the following, but not currently happy with it. Played some more tonight. I am sold on Geier Reach Sanitarium and Spirit of the Labyrinth. I saw someone toying around with it in a Death and Taxes shell as well.
I think once we put some results up for our deck we can probably move it to developing competetive.
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Modern: G Stompy G UR Izzet Prowess/Delver UR UWB Spirits UWB UWB Brain Control UWB WUB Esper Reveillark WUB EDH: WUBRG Horde of Notions WUBRG W Nine-and-a-Half TailsW WGUR Kynaios and Tiro of Meletis WGUR
Does every tribal deck require such things? The only UW "lord" in the traditional sense is Drogskol Captain. He's good, could probably find a slot or two in this list (maybe -1 Anafenza, -1 Ojutai's Command?), but I'm not sure he's absolutely necessary. His deck is working towards the Spirit of the Labyrinth/Geier Reach Sanitarium "lock," so something has to be left out to make room for the Spirits of the Lab.
As for anthems, I think they're bad, with the possible exception of Intangible Virtue in a true tokens build. Creatures are generally very good these days, and don't really require a lot of weak buffing to make them acceptable beaters. In the list above, everybody hits for two or more. Yes, hitting for 3 at a time would turn it into a 7 turn clock instead of a 10 turn clock. But most of the time, so would adding another creature that hits for 2+ and also does something disruptive and/or helpful upon entering the fray.
@MoBob, I think you'll be pretty pleased with the one drop. Games with him in your opening hand will play out much more smoothly, or so I suspect based on limited testing.
Faeries is a tribal deck that doesnt play traditional lords too often. Granted Scion of Oona sees some play but in most cases it can turn into a waste of a card slot very easily. I dont see a problem with no tribal pumps personally but it is what the player is comfortable with but mobob i think you want the second kira
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Hi MoBob!
I think your deck has potential but I wonder if it would be better in Bant instead of Esper? In Bant you could run Traverse the Ulvenwald. If you do, once you hit delirium Ulvenwald will fetch you either piece of your combo. It would also allow you to run 4x Noble Hierarch (which may or may not be good in this deck... I think it would) which would give you more 1 drop options. The biggest difficulty you might have is finding some extra Bant Sorceries worth running. Just a though... I think it is worth testing, but definitely test it out before buying any cards for it, because while I like the idea, I'm not sure it will work.
Note: If you stick with Esper, I would find some space for Inquisition of Kozilek/Thought Seize... probably over your counter-spells... the reason is that they are great t1 plays and they can remove your opponents answers to your combo. Now that I think about it, this might be the way to go... it makes your combo more of a backup plan, but hey... still pretty cool. Also, with 4x colorless producing lands, I would cut Anafenza and her WW casting cost... perhaps cut her and add Drogskol Captain's back in? Since you don't fetch for your combo, I think you have to prepare to win a lot of games with your spirits attacking and that will be a lot easier with Drogskol.
I would try: -1 Anafenza, -1 Ojutai's command, -1 land (21 should be enough), -2 Remand, -2 Mana Leak, -1 Path to Exile
+ 3 Inquisition of Kozilek, +1 Thoughtseize, +4 Drogskol Captain
This adds to your t1 plays, makes vial much better, and I don't think you lose tempo... Inquisition of Kozilek is a great tempo play because you can mana tempo them by trading a 1cc for a 2 or 3 cc, or you can mana tempo them sometimes by, say, making it so they don't have a t2 play anymore (the most important play in Modern for sure), or, you can simply out value them... if you pull out their removal spells, they are going to have a really tough time beating you if they are midrange, and I'm not sure anything but the fastest aggro decks will be able to handle you with lingering souls and Queller plays.
p.p.s. - When I quoted Bob it changed the name to "Buckeye_Weasle's Deck" as the deck name. I am NOT trying to claim bob's idea... if I knew how to fix it I would. Sorry.
Just wondering, is Collected Company viable in this kind of decks?
Having 2-4 of Spell Queller, Selfless Spirit, Spirit of the labyrinth, Rattlechains... can help to protect your creatures on the battlefield, or prevent more than 1 draw (Ancestral Visions).
I've been focusing on my Thopter/Sword build, which is doing very well against control decks but is a bit slow still against aggro. (Flashing Mausoleum Wanderer in, triggering the Sword of the Meek in graveyard to make the MW a spell pierce is sick!) It still needs more testing before I can report back any worthwhile results.
From my experiments focused on the Sanitarium/SotL lock I found Wistful Thinking to be insane (get your foils now!). I was thinking it'd be best to go Esper in order to get the IoK/Thoughtseize, but UW might be fine on its own.
On the UW front, even with our relatively low spell count, Narset Transcendent might actually have a place in the deck! Starting at 6 loyalty (for only 4 mana) she is really hard to remove. Her +1 gets around SotL, -2 for recurring a Path/Ojutai's Command/Wistful Thinking is sweet value, and her ultimate (You get an emblem with "Your opponents can't cast noncreature spells.") is very strong against most modern opponents.
I'm curious to see what approach the Professor is going to promote with his modern spirits build. He's already hyped spirits in his Top 5 EMN cards for modern video and he's hinted that an upcoming video will be a viable modern spirits deck.
Just wondering, is Collected Company viable in this kind of decks?
Having 2-4 of Spell Queller, Selfless Spirit, Spirit of the labyrinth, Rattlechains... can help to protect your creatures on the battlefield, or prevent more than 1 draw (Ancestral Visions).
Well, you'd be splashing green for an instant speed creature fetch in a deck that is largely made up of critters with flash already. In my mind set, if someone splashes green they are basically going Bant Coco instead of spirits and might as well double up on Reflector Mage along with Spell Queller.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Man, if that creature suite is strong enough for modern, I imagine standard is in for a spiritual awakening, and block constructed might never recover from the beating that's sure to ensue!
Man, if that creature suite is strong enough for modern, I imagine standard is in for a spiritual awakening, and block constructed might never recover from the beating that's sure to ensue!
I know right? I mean the only card Im officially not playing md is Drogskol Captain (Azorius Herald Kira and kataki are in my sb) and its mostly because Id rather play around and over my opponent with tech and tempo value than amass a board. I dont seee much value to tribal pumps in my playstyle so yeah these spirits are very strong
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
So after getting my cards in the other day I did a few quick tests against some friends. Here's the results:
Spirits vs. Living End: 2-0
My testing has found our deck to be very strong against any combo deck. Between Remand, Wanderer, and Spell queller the combo never had a prayer of happening and I was able to finish them in the air before any of the fatties came out. Post SB I had rest in peace and that was pretty much that.
MVP's: Remand, Spell Queller, Mana Leak, Mausoleum Wanderer, RIP
Spirits vs. Abzan: 2-0
I went first allowing a wanderer to prevent me from getting TS'd. Lingering souls gave me the edge over Lili and stalled against a goyf while I built up a presence. Against midrange we should try to play as a control deck so I held back a lot of counters and quellers/rattlechains to play the reactionary route. Facing down lingering souls is a pain for us because we have so many x/1's but Drogskol Captain worked amazingly as my finisher since he made my souls bigger than my opponents and protected all my quellers who were storing gofys and siege rhino's. In most midrange match-ups I've been really happy I am still playing a few 2cc counterspells. Game 2 got a little close because two early goyfs came down before I had counter mana up and went to town on me, but a supreme verdict gave me some breathing room and a late game Ojutai's command gave me the 4 life I needed to survive lethal and win the next turn.
Lord was this a beating. In game one a turn 2 TKS took my counterspell and a turn 3 Reality Smasher followed it. I was never able to recover. Post sb I brought in Spreading seas to take out Eldrazi temple, I also brought in a supreme verdict. Game 2 I verdicted his board but after that I kind of flooded and Reality smasher stomped over my x/1's. I actually think this match-up is winnable but I definitely want more testing against it.
MVP's supreme verdict, spreading seas
Spirits vs R/G Tron 2-1
Game one he mapped and my board got wiped by O-Stone I was able to stall him for a while but I couldn't stop his assembly and (despite me remanding Karn number 1) I got Karned and Wurmcoiled out. Game two I brought in Stony Silence and Spreading seas, selfless spirit stopped his pyroclasm, and I killed him before he could get going. Game 3 I got stony silence up before he could activate map and he (I kid you not) whiffed on a tron land off an ancient stirrings. He kind of got mana screwed and I was able to kill him
MVP's Stony Silence, Spreading Seas
That was all I had time for, overall I'm really really happy w/ how the deck is playing. Any discussion and questions are always welcome. I'm hoping to test against a few other decks later this week as time permits so I'll post here as I do. My current decklist and sb are below. My initial thoughts are that we are favored vs control, decent vs midrange, soft to aggro, and decent w/ control but more testing will see. From the match-ups I've outlined above I feel I got really lucky w/ the Tron games and that normally that is a pretty rough match-up for us. I feel I just got very lucky w/ drawing all of my sb hate while my opponent had suboptimal hands and had to mulligan a bit. As for the others thigns were a lot more straightforward and I feel just practice will make things go better
What's your list look like, what kinds of decks did you play against, and how often did you achieve your lock?
It has, and the main problem with it is it's CMC to be perfectly honest, the 3 drop slot is so crammed full of goodness there's no room for a mediocre card advantage engine.
Here's my current list:
4 Rattlechains
4 Mausoleum Wanderer
4 Spell Queller
4 Drogskol Captain
3 Selfless Spirit
1 Nebelgast Herald
Instants:
4 Path to Exile
4 Remand
1 Dismember
2 Spell Snare
1 Ojutai's Command
1 Mana Leak
4 Lingering Souls
1 Supreme Verdict
Lands:
4 Flooded Strand
1 Polluted Delta
2 Hallowed Fountain
1 Godless Shrine
1 Watery Grave
3 Glacial Fortress
1 Ghost Quarter
1 Vault of the Archangel
5 Island
3 Plains
Sideboard:
2 Spreading Seas
2 Hurkyl's Recall
4 Azorius Herald
2 Spell Pierce
1 Zealous Persecution
1 Dungeon Geists
1 Ojutai's Command
1 Nebelgast Herald
Also, I was wondering, should I run 1 of Dungeon Geists or Nebelgast Herald in the main?
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
I'm really missing vial because I need to cheat on mana so I can follow up one creature after another, otherwise our creatures really don't protect each other nearly well enough. I will say that Kira is amazing. Games I win right now against Jeskai Control (UW without Vial) have a t1 mausoleum wanderer and a t3 Kira play. Also, I will say that if we don't play vial (and even if we do...) I think Cavern of Souls is a must at at least 2x.
I'm going to go back and fiddle with my Bant list again... I feel like it is the most versatile list, offering me card advantage and a lot of ramp options.
Also, I'm going to throw this out there... 4x Path to Exile might be too much. I want to path something about once per game, but every time I do we neuter Mausoleum Wanderer by letting them ramp up by a land. I'm going to go down to 3x in all of my lists for now.
Not sure with the side board, and LD has been shutting down the lock.. you for sure need other options within, but when it does happen it is game changing. Hokori, Dust Drinker may not be a contender and am thinking Spreading seas would be a much better sideboard for Tron. Possibly 4?
I am currently toying around with the following, but not currently happy with it. Played some more tonight. I am sold on Geier Reach Sanitarium and Spirit of the Labyrinth. I saw someone toying around with it in a Death and Taxes shell as well.
4 Rattlechains
4 Spirit of the Labyrinth
3 Selfless Spirit
2 Kira, Great Glass-Spinner
2 Dungeon Geists
1 Anafenza, Kin-Tree Spirit
4 Spell Queller
17 Other
4 Aether Vial
4 Path to Exile
3 Lingering Souls
2 Ojutai's Command
2 Remand
2 Mana Leak
4 Flooded Strand
2 Hallowed Fountain
3 Geier Reach Sanitarium
1 Mikokoro, Center of the Sea
2 Godless Shrine
2 Polluted Delta
1 Watery Grave
1 Swamp
3 Plains
3 Island
2 Hokori, Dust Drinker
2 Spellskite
3 Kataki, War's Wage
2 Rest in Peace
2 Pithing needle
2 Detention Sphere
1 Dungeon Geists
G Stompy G
UR Izzet Prowess/Delver UR
UWB Spirits UWB
UWB Brain Control UWBWUB Esper Reveillark WUB
EDH:
WUBRG Horde of Notions WUBRG
W Nine-and-a-Half TailsW
WGUR Kynaios and Tiro of Meletis WGUR
Easy enough, thanks.
4 Rattlechains
4 Spirit of the Labyrinth
2 Selfless Spirit
1 Kira, Great Glass-Spinner
4 Mausoleum Wanderers
1 Anafenza, Kin-Tree Spirit
4 Spell Queller
17 Other
4 Aether Vial
4 Path to Exile
3 Lingering Souls
2 Ojutai's Command
2 Remand
2 Mana Leak
4 Flooded Strand
2 Hallowed Fountain
3 Geier Reach Sanitarium
1 Mikokoro, Center of the Sea
2 Godless Shrine
2 Polluted Delta
1 Watery Grave
1 Swamp
3 Plains
3 Island
2 Hokori, Dust Drinker
2 Spellskite
3 Kataki, War's Wage
2 Rest in Peace
2 Pithing needle
1 Detention Sphere
2 Kira, Great Glass-Spinner
Does every tribal deck require such things? The only UW "lord" in the traditional sense is Drogskol Captain. He's good, could probably find a slot or two in this list (maybe -1 Anafenza, -1 Ojutai's Command?), but I'm not sure he's absolutely necessary. His deck is working towards the Spirit of the Labyrinth/Geier Reach Sanitarium "lock," so something has to be left out to make room for the Spirits of the Lab.
As for anthems, I think they're bad, with the possible exception of Intangible Virtue in a true tokens build. Creatures are generally very good these days, and don't really require a lot of weak buffing to make them acceptable beaters. In the list above, everybody hits for two or more. Yes, hitting for 3 at a time would turn it into a 7 turn clock instead of a 10 turn clock. But most of the time, so would adding another creature that hits for 2+ and also does something disruptive and/or helpful upon entering the fray.
@MoBob, I think you'll be pretty pleased with the one drop. Games with him in your opening hand will play out much more smoothly, or so I suspect based on limited testing.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Hi MoBob!
I think your deck has potential but I wonder if it would be better in Bant instead of Esper? In Bant you could run Traverse the Ulvenwald. If you do, once you hit delirium Ulvenwald will fetch you either piece of your combo. It would also allow you to run 4x Noble Hierarch (which may or may not be good in this deck... I think it would) which would give you more 1 drop options. The biggest difficulty you might have is finding some extra Bant Sorceries worth running. Just a though... I think it is worth testing, but definitely test it out before buying any cards for it, because while I like the idea, I'm not sure it will work.
Note: If you stick with Esper, I would find some space for Inquisition of Kozilek/Thought Seize... probably over your counter-spells... the reason is that they are great t1 plays and they can remove your opponents answers to your combo. Now that I think about it, this might be the way to go... it makes your combo more of a backup plan, but hey... still pretty cool. Also, with 4x colorless producing lands, I would cut Anafenza and her WW casting cost... perhaps cut her and add Drogskol Captain's back in? Since you don't fetch for your combo, I think you have to prepare to win a lot of games with your spirits attacking and that will be a lot easier with Drogskol.
I would try: -1 Anafenza, -1 Ojutai's command, -1 land (21 should be enough), -2 Remand, -2 Mana Leak, -1 Path to Exile
+ 3 Inquisition of Kozilek, +1 Thoughtseize, +4 Drogskol Captain
This adds to your t1 plays, makes vial much better, and I don't think you lose tempo... Inquisition of Kozilek is a great tempo play because you can mana tempo them by trading a 1cc for a 2 or 3 cc, or you can mana tempo them sometimes by, say, making it so they don't have a t2 play anymore (the most important play in Modern for sure), or, you can simply out value them... if you pull out their removal spells, they are going to have a really tough time beating you if they are midrange, and I'm not sure anything but the fastest aggro decks will be able to handle you with lingering souls and Queller plays.
p.p.s. - When I quoted Bob it changed the name to "Buckeye_Weasle's Deck" as the deck name. I am NOT trying to claim bob's idea... if I knew how to fix it I would. Sorry.
Having 2-4 of Spell Queller, Selfless Spirit, Spirit of the labyrinth, Rattlechains... can help to protect your creatures on the battlefield, or prevent more than 1 draw (Ancestral Visions).
From my experiments focused on the Sanitarium/SotL lock I found Wistful Thinking to be insane (get your foils now!). I was thinking it'd be best to go Esper in order to get the IoK/Thoughtseize, but UW might be fine on its own.
On the UW front, even with our relatively low spell count, Narset Transcendent might actually have a place in the deck! Starting at 6 loyalty (for only 4 mana) she is really hard to remove. Her +1 gets around SotL, -2 for recurring a Path/Ojutai's Command/Wistful Thinking is sweet value, and her ultimate (You get an emblem with "Your opponents can't cast noncreature spells.") is very strong against most modern opponents.
Well, you'd be splashing green for an instant speed creature fetch in a deck that is largely made up of critters with flash already. In my mind set, if someone splashes green they are basically going Bant Coco instead of spirits and might as well double up on Reflector Mage along with Spell Queller.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
4 Nebelgast Herald
4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Lingering Souls
4 Serum Visions
2 Mana Leak
2 Remand
4 Path to Exile
2 Spell Snare
4 Flooded Strand
2 Marsh Flats
2 Hallowed Fountain
1 Godless Shrine
1 Watery Grave
2 Seachrome Coast
1 Drowned Catacomb
1 Glacial Fortress
1 Moorland Haunt
4 Island
3 Plains
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
I know right? I mean the only card Im officially not playing md is Drogskol Captain (Azorius Herald Kira and kataki are in my sb) and its mostly because Id rather play around and over my opponent with tech and tempo value than amass a board. I dont seee much value to tribal pumps in my playstyle so yeah these spirits are very strong
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Spirits vs. Living End: 2-0
My testing has found our deck to be very strong against any combo deck. Between Remand, Wanderer, and Spell queller the combo never had a prayer of happening and I was able to finish them in the air before any of the fatties came out. Post SB I had rest in peace and that was pretty much that.
MVP's: Remand, Spell Queller, Mana Leak, Mausoleum Wanderer, RIP
Spirits vs. Abzan: 2-0
I went first allowing a wanderer to prevent me from getting TS'd. Lingering souls gave me the edge over Lili and stalled against a goyf while I built up a presence. Against midrange we should try to play as a control deck so I held back a lot of counters and quellers/rattlechains to play the reactionary route. Facing down lingering souls is a pain for us because we have so many x/1's but Drogskol Captain worked amazingly as my finisher since he made my souls bigger than my opponents and protected all my quellers who were storing gofys and siege rhino's. In most midrange match-ups I've been really happy I am still playing a few 2cc counterspells. Game 2 got a little close because two early goyfs came down before I had counter mana up and went to town on me, but a supreme verdict gave me some breathing room and a late game Ojutai's command gave me the 4 life I needed to survive lethal and win the next turn.
MVP's: Lingering Souls, Drogskol Captian, Ojutai's Command, Rattlechains
Spirits vs Bant Eldrazi 0-2
Lord was this a beating. In game one a turn 2 TKS took my counterspell and a turn 3 Reality Smasher followed it. I was never able to recover. Post sb I brought in Spreading seas to take out Eldrazi temple, I also brought in a supreme verdict. Game 2 I verdicted his board but after that I kind of flooded and Reality smasher stomped over my x/1's. I actually think this match-up is winnable but I definitely want more testing against it.
MVP's supreme verdict, spreading seas
Spirits vs R/G Tron 2-1
Game one he mapped and my board got wiped by O-Stone I was able to stall him for a while but I couldn't stop his assembly and (despite me remanding Karn number 1) I got Karned and Wurmcoiled out. Game two I brought in Stony Silence and Spreading seas, selfless spirit stopped his pyroclasm, and I killed him before he could get going. Game 3 I got stony silence up before he could activate map and he (I kid you not) whiffed on a tron land off an ancient stirrings. He kind of got mana screwed and I was able to kill him
MVP's Stony Silence, Spreading Seas
That was all I had time for, overall I'm really really happy w/ how the deck is playing. Any discussion and questions are always welcome. I'm hoping to test against a few other decks later this week as time permits so I'll post here as I do. My current decklist and sb are below. My initial thoughts are that we are favored vs control, decent vs midrange, soft to aggro, and decent w/ control but more testing will see. From the match-ups I've outlined above I feel I got really lucky w/ the Tron games and that normally that is a pretty rough match-up for us. I feel I just got very lucky w/ drawing all of my sb hate while my opponent had suboptimal hands and had to mulligan a bit. As for the others thigns were a lot more straightforward and I feel just practice will make things go better
4 Mausoleum wanderer
4 Selfless Spirit
3 remand
1 mana leak
1 Declaration in stone
4 rattlechains
4 lingering souls
4 spell queller
4 Drogskol Captain
2 Ojutai’s command
2 Supreme Verdict
1 Moorland haunt
2 hallowed fountain
1 godless shrine
3 isolated chapel
3 Flooded Strand
1 Polluted Delta
2 plains
2 island
4 Cavern of Souls
3 Glacial Falls
1 Vault of the archangel
Sideboard
Edit: I've been copy pasting from my stock list and realized after the fact I hadn't put up my most recent sb, it's updated now
RG 8-Whack
BWG Abzan midrange
GRB Living End
UWB Spirit Control
GU Kruphix's "Hug Assassin"
RW Kalemne's "Play Fatties and Hope for the Best!"
BUGW Atraxa's "All counters, all the time"