Interesting idea. The land count seems pretty high, especially considering that you don't plan on using lands after putting Stormtide Leviathan into play.
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Modern RGTron UGInfect URStorm WUBRAd Nauseam BRGrishoalbrand URGScapeshift WBGAbzan Company WUBRGAmulet Titan BRGLiving End WGBogles
Interesting! Some time ago I had a similar idea but stopped to develop it. I'll post a list and try to explain it but as I said I stopped to develop it so some choices are very raw.
Allosaurus Rider was my initial idea of how to kill my opponent just in case my board was empty and I also locked myself. Since It could be cast for "free" and all my extra lands would turn it into something bigger. That also sustained Chancellor of the Tangle to help both fast play and latter pitch it for Allosaurus Rider.
Interesting idea. The land count seems pretty high, especially considering that you don't plan on using lands after putting Stormtide Leviathan into play.
hmm you're right, good point. I'll try removing 2 land and play 2 more gitaxian probe. Thanks for the advice!
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I always enjoy when you post new decks, Yuseimax, since they are almost always very different beasts from the norm in Modern.
That being said, have you gotten to do any testing with this yet, or is it still a hypothetical build at the moment? I like the concept a lot, but with the linear speed of the format is this getting set up quickly enough to matter? If you're trying to rush to the lock you don't have a whole lot of wiggle room to play your interactive tools in the meantime. I could be wrong, but it feels like tapping out to cast Choke could leave yourself really exposed in the current format.
Interesting! Some time ago I had a similar idea but stopped to develop it. I'll post a list and try to explain it but as I said I stopped to develop it so some choices are very raw.
Allosaurus Rider was my initial idea of how to kill my opponent just in case my board was empty and I also locked myself. Since It could be cast for "free" and all my extra lands would turn it into something bigger. That also sustained Chancellor of the Tangle to help both fast play and latter pitch it for Allosaurus Rider.
As I said that was a very raw list but It could be interesting to share some ideas. Hope it could help further developments =D
Wow I like your deck a lot! I'll try testing with Urborg + Mindbend and Root Maze. I'm not a big fan of Allosaurus Rider, but I admit it a good card if the board was in a lock state with Choke. Maybe I'll give it a try with Allosaurus Rider and Hooting Mandrills for Eldritch Evolution's food. Thanks for the idea
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Hi MountainTimePunch! Thank you for always taking your time to read my posts.
I've done several test play yesterday and it turns out pretty promising. Inquisition and thoughtseize help out tremendously early game, and 12 cantrips help find delve creatures and eldritch evolution quickly. It not always necessary to lock the board because some decks don't have answer to leviathan or elesh norn on game 1. Fast decks typically doesn't have answer to them, choke comes in very handy against grindy opponent so there's no need to actually rush for lock combo.
Edit: only exception to fast deck that can out race this deck with leviathan in play is merfolk. Every merfolk has island walk and single vapor snag can end the game.
So this is the sort of deck I enjoy. Last Friday I ran it our modern FNM, using the original version without Probes or additional Evolution targets.
Round 1, I choked out an Affinity player 2-1, against decent draws. Game 1 he had no answer, game 2 he got under me and killed me before I got anything going, and game 3 a turn 4 Leviathan into a turn 5 choke sealed the deal.
Infect in round 2 just blew me out. First game was my bad, as I did the math wrong and took a Might of Old Krosa over a Become Immense, and died to an Inkmoth attack. Game 2 he brought in counters and I was unable to find enough action or disruption before I died to infect critters. 0-2
Sadly, rounds 3 and 4 I ran into back to back decks with mainboard Path to Exile.
Round 3 was Soul Sisters, who pathed most of my creatures and even under the Stormtide moat was able to gain enough life to keep ahead of an 8/8 block and then finally won on the back of Serra Ascendants and/or Squadron Hawks wearing Sword of Light and Shadow. In that game I probably did between 80 and 100 damage with a single Stormtide, but he just kept gaining it back. 1-2
Round 4 was UW Control, and despite landing early chokes in two games, basic plains plus Glacial Fortresses let him path every creature I ever played. Game 3 he pathed all 3 Tasigurs, 2 Mandrills, and both Leviathans, between casting and snapping back paths. 1-2 again.
Overall it felt pretty consistent, but lacking a good answer to removal hurts. I'm inclined to pull the Spreading Seas in the board and replace them with a set of Surgical Extractions and/or Blossoming Defense. Possibly a few Dispels as well. Anything that would let me stop removal spells and then get rid of them permanently.
Probably not the right place to post this deck since I'm not running Stormtide Leviathan neither Eldritch Evolution but after testing my deck above I changed to this version:
So this is the sort of deck I enjoy. Last Friday I ran it our modern FNM, using the original version without Probes or additional Evolution targets.
Round 1, I choked out an Affinity player 2-1, against decent draws. Game 1 he had no answer, game 2 he got under me and killed me before I got anything going, and game 3 a turn 4 Leviathan into a turn 5 choke sealed the deal.
Infect in round 2 just blew me out. First game was my bad, as I did the math wrong and took a Might of Old Krosa over a Become Immense, and died to an Inkmoth attack. Game 2 he brought in counters and I was unable to find enough action or disruption before I died to infect critters. 0-2
Sadly, rounds 3 and 4 I ran into back to back decks with mainboard Path to Exile.
Round 3 was Soul Sisters, who pathed most of my creatures and even under the Stormtide moat was able to gain enough life to keep ahead of an 8/8 block and then finally won on the back of Serra Ascendants and/or Squadron Hawks wearing Sword of Light and Shadow. In that game I probably did between 80 and 100 damage with a single Stormtide, but he just kept gaining it back. 1-2
Round 4 was UW Control, and despite landing early chokes in two games, basic plains plus Glacial Fortresses let him path every creature I ever played. Game 3 he pathed all 3 Tasigurs, 2 Mandrills, and both Leviathans, between casting and snapping back paths. 1-2 again.
Overall it felt pretty consistent, but lacking a good answer to removal hurts. I'm inclined to pull the Spreading Seas in the board and replace them with a set of Surgical Extractions and/or Blossoming Defense. Possibly a few Dispels as well. Anything that would let me stop removal spells and then get rid of them permanently.
Thank you for the report! I'm glad someone's interested in this deck enough to play in FNM.
As for infect I believe adding Elesh Norn should help out a lot, since stormtide alone can't stop Inkmoth Nexus. Elesh norn should also shut down/detour many other aggro decks.
I've also been thinking of an answers to removal spells and come up with several ways to deal with them. One is protecting stormtide as you mentioned, second is playing different creature with either protection or creature that can generate enough tokens that can override removal spell.
For protecting stormtide, I'm considering adding the following in the sideboard: Not of this World, Spell Pierce, Duress, and possibly more copy of Collective Brutality. I personally think hand disruption spell is the most effective way to protect stormtide.
For creatures with protection I've considered: Simic Sky Swallower, Sigarda, Host of Herons, Sphinx of the Final Word, and Empyrial Archangel. I'm actually not sure how reliable they are since they aren't strong enough to carry the game like stormtide or elesh norn.
For creatures that can generate tokens I've considered: Hornet Queen, Grave Titan, and Terastodon. I actually like terastodon a lot because of it ability to destroy threat like Liliana of the Veil, but most of the time I like blowing up my own land for the token.
As for infect I believe adding Elesh Norn should help out a lot, since stormtide alone can't stop Inkmoth Nexus. Elesh norn should also shut down/detour many other aggro decks.
A one-of Elesh Norn is definitely a big help against Infect, Burn, and Affinity.
I've also been thinking of an answers to removal spells and come up with several ways to deal with them. One is protecting stormtide as you mentioned, second is playing different creature with either protection or creature that can generate enough tokens that can override removal spell.
For protecting stormtide, I'm considering adding the following in the sideboard: Not of this World, Spell Pierce, Duress, and possibly more copy of Collective Brutality. I personally think hand disruption spell is the most effective way to protect stormtide.
The problem with hand disruption is the same problem that Jund often has; you can't Thoughtseize the top of their deck. Topping a Path or a Snapcaster for a previous discarded Terminate, or anything of the sort leaves you in a precarious spot. I think a few Dispel or Not of this World are probably better options over more discard. Spell Pierce or Mana Leak are interesting in that you might be able to "get" them with a Choke more easily as a result, but hard counters seem better. Negate in the side may actually be the right choice, as it stops not only targeted removal, but most board wipes (including ones like O-Stone) and also planeswalkers.
I think both of these paths are diluting the core of the deck a little too much. I like how reliable the current set up is for digging into a turn 3 or 4 Leviathan, and how following that up with a Choke is basically game over for most decks. Of these, I think only Empyrial Archangel really offers even close to the same sort of inevitability while protecting itself; this would be another good 1 of in the sideboard for matches with lots of targeted hard removal (Terminate/Path) or burn. Terastadon is cute, in that it offers a better clock (especially if hitting your own lands) and can double as a hate card, but again I think keeping it as a sideboard card makes more sense.
Probably not the right place to post this deck since I'm not running Stormtide Leviathan neither Eldritch Evolution but after testing my deck above I changed to this version:
Recorded this video today showing more or less how this deck works (don't forget to like/subscribe if you liked =D):
your deck is pure evil lol nice vid! that one hardcore lock deck you got, I feel like you just need a better wincon than hitting with Magus of the Tabernacle, although it doesn't seem like it matters once you get the lock combo going I guess.
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Probably not the right place to post this deck since I'm not running Stormtide Leviathan neither Eldritch Evolution but after testing my deck above I changed to this version:
Recorded this video today showing more or less how this deck works (don't forget to like/subscribe if you liked =D):
your deck is pure evil lol nice vid! that one hardcore lock deck you got, I feel like you just need a better wincon than hitting with Magus of the Tabernacle, although it doesn't seem like it matters once you get the lock combo going I guess.
But talking about Stormtide deck I was thinking that Quest for Ula's Temple could be in some kind of shell (maybe manipulating the top card + more creatures). It could also be a way to keep playing creatures from your hand just in case you are locked too. Another very underestimated card to cheat creatures is Summoner's Egg that you could also sac it for Eldritch Evolution and get double value.
I was thinking maybe we should add more creatures for additional damage and something that can become a target for removal spells. We don't have much space but I think either Grim Flayer or Tarmogoyf might fit. Something with flying or island walk would also be nice.
edit: I tried Grim Flayer but it wasn't much useful.
But talking about Stormtide deck I was thinking that Quest for Ula's Temple could be in some kind of shell (maybe manipulating the top card + more creatures). It could also be a way to keep playing creatures from your hand just in case you are locked too. Another very underestimated card to cheat creatures is Summoner's Egg that you could also sac it for Eldritch Evolution and get double value.
I've spent lot of time yesterday play testing and here's the list that was most consistent with splashing white for Favor of the Mighty. Giving protection from all color means my creatures are resilient to removal spells and they are pseudo unblockable which is useful in many situations.
I wanted to play Empyrial Archangel but it died too easily from absorbing 8 damage. Favor of the Mighty solved this problem by giving archangel protection from all color so that it doesn't take any damage from colored source. This combo is not in my maindeck because it doesn't do anything against affinity, eldrazi, and valakut. I can perhaps replace archangel with Platinum Angel or Platinum Emperion except they are much more vulnerable to removal spells without Favor of the Mighty.
I decided to remove one Choke for one Favor of the Mighty in maindeck. In a sense Favor of the Mighty is like choke because it protects my big creatures except it makes them more vulnerable to wrath spells.
Interesting list, I think you could add 1 Sun Titan in your main deck. Reason is that allows you to recover your choke/Favor of the Mighty just in case you milled it or even destroyed by your opponent spells.
And what do u think about maybe 1 Research // Development in your main deck? So you can have a toolbox of creatures in your sideboard and choose the specific ones you want to shuffle in your deck to combo with Eldritch Evolution. So you can have your sideboard in your game one just in case your need a specific answer against combo or something else. It also helps just in case your Elesh and/or Stormtides got killed or pathed. You can also shuffle a Emrakul, the Aeons Torn to counter a mill deck or something like that.
Actually I think that Research // Development + Eldritch Evolution are a cool combo to have what you need without main decking tons of creatures that most of the time are unplayable by normal ways. Also a set of Research will not stuck in your hand like any other big creature.
Also I think It would be interesting to insert a lockdown piece after you get the Stormtide Leviathan+ Choke combo. Something to tap or tap future lands they are going to play.
I mean something to force them to tap their lands because they would just keep their lands up until they find a response. I think Elder Deep-Fiend is very interesting since you are already cheating the mana cost with delve creatures. Let's say you can play something like that:
I really like Elder Deep-Fiend! It's an interesting card for sure. I'll try to make a space for it.
Even Distended Mindbender might work too. It can be used to get rid of counter or removal spells.
So, does Fatal Push help improve the viability of this deck? It offers a cheap answer card to most creatures played in Modern to help buy time until the lock is in place while also being unable to hit the deck's lock pieces if your opponent is running it.
2x Stormtide Leviathan
1x Elesh Norn, Grand Cenobite
4x Elder Deep-Fiend
4x Hooting Mandrills
3x Tasigur, the Golden Fang
Spells x24
4x Eldritch Evolution
4x Spreading Seas
3x Choke
4x Serum Visions
4x Thought Scour
3x Inquisition of Kozilek
2x Thoughtseize
4x Verdant Catacombs
4x Misty Rainforest
4x Darkslick Shores
2x Hinterland Harbor
2x Overgrown Tomb
1x Breeding Pool
1x Watery Grave
1x Temple Garden
2x Forest
1x Swamp
2x Engineered Explosives
1x Surgical Extraction
3x Abrupt Decay
3x Collective Brutality
2x Favor of the Mighty
1x Maelstrom Pulse
2x Creeping Corrosion
1x Empyrial Archangel
Ideal game plan is to play Choke on turn 3, then cast Hooting Mandrills or Tasigur, the Golden Fang on turn 4 or before hand then cast Eldritch Evolution to put in play Stormtide Leviathan. If opponent was tapped out, they wont be able to untap their lands because it an Island.
Any comment or advice is welcome!
RGTron
UGInfect
URStorm
WUBRAd Nauseam
BRGrishoalbrand
URGScapeshift
WBGAbzan Company
WUBRGAmulet Titan
BRGLiving End
WGBogles
4 City of Brass
3 Gemstone Mine
2 Valakut, the Molten Pinnacle
1 Emeria, the Sky Ruin
4 Urborg, Tomb of Yawgmoth
4 Mana Confluence
4 Crumbling Vestige
Creatures
4 Allosaurus Rider
4 Chancellor of the Tangle
4 Magus of the Tabernacle
4 Simian Spirit Guide
4 Ghostly Prison
4 Choke
4 Root Maze
Artifacts
3 Talisman of Unity
3 Talisman of Progress
Instants
4 Mind Bend
2 Stony Silence
1 Oblivion Ring
2 Rest in Peace
1 Ensnaring Bridge
2 Gigadrowse
1 Damping Matrix
2 Pithing Needle
4 Nourishing Shoal
So main idea was to lock your opponent with Choke + Root Maze but instead of Stormtide Leviathan to turn everything into an Island I played the Urborg, Tomb of Yawgmoth + Mind Bend combo.
Urborg, Tomb of Yawgmoth will turn everything into a Swamp that you will change it with Mind Bend turning everything into an Island instead. The same combo could be applied to Valakut, the Molten Pinnacle and/or Emeria, the Sky Ruin.
Choke + Root Maze will lock both players mana but that is why I play talismans like Talisman of Unity and Talisman of Progress so probably you'll be the only with some extra mana. Crumbling Vestige will also generate a mana even with this combo.
To kill their creatures I played Magus of the Tabernacle because they will need to fall into our lock but at the same time we could pay It's upkeep cost with our talismans. Chancellor of the Tangle and Simian Spirit Guide are for extra speed.
Allosaurus Rider was my initial idea of how to kill my opponent just in case my board was empty and I also locked myself. Since It could be cast for "free" and all my extra lands would turn it into something bigger. That also sustained Chancellor of the Tangle to help both fast play and latter pitch it for Allosaurus Rider.
That list was created before Eldritch Moon's release so Eldritch Evolution was not a choice at that time but since I'm running Allosaurus Rider it could be interesting to have this combo too. Also Valakut, the Molten Pinnacle and Emeria, the Sky Ruin are not necessary (was a test). Probably adding Eldritch Evolution and a single copy of Stormtide Leviathan and/or other fattie would be interesting.
Probably I would cut Ghostly Prison for Eldritch Evolution and cut some copies of Magus of the Tabernacle for Eldritch's target.
As I said that was a very raw list but It could be interesting to share some ideas. Hope it could help further developments =D
hmm you're right, good point. I'll try removing 2 land and play 2 more gitaxian probe. Thanks for the advice!
That being said, have you gotten to do any testing with this yet, or is it still a hypothetical build at the moment? I like the concept a lot, but with the linear speed of the format is this getting set up quickly enough to matter? If you're trying to rush to the lock you don't have a whole lot of wiggle room to play your interactive tools in the meantime. I could be wrong, but it feels like tapping out to cast Choke could leave yourself really exposed in the current format.
Wow I like your deck a lot! I'll try testing with Urborg + Mindbend and Root Maze. I'm not a big fan of Allosaurus Rider, but I admit it a good card if the board was in a lock state with Choke. Maybe I'll give it a try with Allosaurus Rider and Hooting Mandrills for Eldritch Evolution's food. Thanks for the idea
I've done several test play yesterday and it turns out pretty promising. Inquisition and thoughtseize help out tremendously early game, and 12 cantrips help find delve creatures and eldritch evolution quickly. It not always necessary to lock the board because some decks don't have answer to leviathan or elesh norn on game 1. Fast decks typically doesn't have answer to them, choke comes in very handy against grindy opponent so there's no need to actually rush for lock combo.
Edit: only exception to fast deck that can out race this deck with leviathan in play is merfolk. Every merfolk has island walk and single vapor snag can end the game.
Round 1, I choked out an Affinity player 2-1, against decent draws. Game 1 he had no answer, game 2 he got under me and killed me before I got anything going, and game 3 a turn 4 Leviathan into a turn 5 choke sealed the deal.
Infect in round 2 just blew me out. First game was my bad, as I did the math wrong and took a Might of Old Krosa over a Become Immense, and died to an Inkmoth attack. Game 2 he brought in counters and I was unable to find enough action or disruption before I died to infect critters. 0-2
Sadly, rounds 3 and 4 I ran into back to back decks with mainboard Path to Exile.
Round 3 was Soul Sisters, who pathed most of my creatures and even under the Stormtide moat was able to gain enough life to keep ahead of an 8/8 block and then finally won on the back of Serra Ascendants and/or Squadron Hawks wearing Sword of Light and Shadow. In that game I probably did between 80 and 100 damage with a single Stormtide, but he just kept gaining it back. 1-2
Round 4 was UW Control, and despite landing early chokes in two games, basic plains plus Glacial Fortresses let him path every creature I ever played. Game 3 he pathed all 3 Tasigurs, 2 Mandrills, and both Leviathans, between casting and snapping back paths. 1-2 again.
Overall it felt pretty consistent, but lacking a good answer to removal hurts. I'm inclined to pull the Spreading Seas in the board and replace them with a set of Surgical Extractions and/or Blossoming Defense. Possibly a few Dispels as well. Anything that would let me stop removal spells and then get rid of them permanently.
2 Hinterland Harbor
1 Breeding Pool
4 Windswept Heath
4 Urborg, Tomb of Yawgmoth
4 Crumbling Vestige
2 Forest
1 Stomping Ground
2 Plains
2 Temple Garden
2 Reflecting Pool
Creatures
4 Magus of the Tabernacle
1 Eidolon of Blossoms
3 Mesa Enchantress
4 Clever Impersonator
4 Ghostly Prison
4 Spreading Algae
4 Spreading Seas
3 Choke
3 Root Maze
2 Authority of the Consuls
2 War's Toll
Artifacts
2 Storage Matrix
2 Stony Silence
1 Oblivion Ring
3 Rest in Peace
4 Leyline of Sanctity
2 Pithing Needle
3 Nyx-Fleece Ram
Mind Bend did not work the way I wanted but I liked the Choke lock with Urborg, Tomb of Yawgmoth. Instead of Mind Bend to turn lands into islands I started to play with Spreading Seas and Spreading Algae.
Root Maze will slowdown your opponent along side Ghostly Prison. Magus of the Tabernacle will force your opponent to tap lands if they want to keep any creature and War's Toll will finish the lock.
War's Toll + Ghostly Prison + Magus of the Tabernacle will lock any attack. War's Toll + Spreading Algae will force them to tap all lands if they want to do something.
Still need to change some cards Clever Impersonator probably will be better to turn into Copy Enchantment so you can copy Spreading Seas or Spreading Algae. Storage Matrix combo with Ghostly Prison but maybe could be something else. Eidolon of Blossoms could be other card or maybe a Mesa Enchantress.
Thank you for the report! I'm glad someone's interested in this deck enough to play in FNM.
As for infect I believe adding Elesh Norn should help out a lot, since stormtide alone can't stop Inkmoth Nexus. Elesh norn should also shut down/detour many other aggro decks.
I've also been thinking of an answers to removal spells and come up with several ways to deal with them. One is protecting stormtide as you mentioned, second is playing different creature with either protection or creature that can generate enough tokens that can override removal spell.
For protecting stormtide, I'm considering adding the following in the sideboard: Not of this World, Spell Pierce, Duress, and possibly more copy of Collective Brutality. I personally think hand disruption spell is the most effective way to protect stormtide.
For creatures with protection I've considered: Simic Sky Swallower, Sigarda, Host of Herons, Sphinx of the Final Word, and Empyrial Archangel. I'm actually not sure how reliable they are since they aren't strong enough to carry the game like stormtide or elesh norn.
For creatures that can generate tokens I've considered: Hornet Queen, Grave Titan, and Terastodon. I actually like terastodon a lot because of it ability to destroy threat like Liliana of the Veil, but most of the time I like blowing up my own land for the token.
A one-of Elesh Norn is definitely a big help against Infect, Burn, and Affinity.
The problem with hand disruption is the same problem that Jund often has; you can't Thoughtseize the top of their deck. Topping a Path or a Snapcaster for a previous discarded Terminate, or anything of the sort leaves you in a precarious spot. I think a few Dispel or Not of this World are probably better options over more discard. Spell Pierce or Mana Leak are interesting in that you might be able to "get" them with a Choke more easily as a result, but hard counters seem better. Negate in the side may actually be the right choice, as it stops not only targeted removal, but most board wipes (including ones like O-Stone) and also planeswalkers.
I think both of these paths are diluting the core of the deck a little too much. I like how reliable the current set up is for digging into a turn 3 or 4 Leviathan, and how following that up with a Choke is basically game over for most decks. Of these, I think only Empyrial Archangel really offers even close to the same sort of inevitability while protecting itself; this would be another good 1 of in the sideboard for matches with lots of targeted hard removal (Terminate/Path) or burn. Terastadon is cute, in that it offers a better clock (especially if hitting your own lands) and can double as a hate card, but again I think keeping it as a sideboard card makes more sense.
your deck is pure evil lol nice vid! that one hardcore lock deck you got, I feel like you just need a better wincon than hitting with Magus of the Tabernacle, although it doesn't seem like it matters once you get the lock combo going I guess.
Thank you maybe I will test some planeswalkers like Ajani Vengeant/Ral Zarek/Tamiyo, the Moon Sage/Gideon Jura to tap or force them to tap a land.
But talking about Stormtide deck I was thinking that Quest for Ula's Temple could be in some kind of shell (maybe manipulating the top card + more creatures). It could also be a way to keep playing creatures from your hand just in case you are locked too. Another very underestimated card to cheat creatures is Summoner's Egg that you could also sac it for Eldritch Evolution and get double value.
For protection Favor of the Mighty (splashing white) could be interesting to protect not only Stormtide Leviathan but any other fattie even Hooting Mandrills. Since it is a enchantment + tribal you could also run Traverse the Ulvenwald.
edit: I tried Grim Flayer but it wasn't much useful.
Summoner's egg is pretty cool. I'll give it a try!
I really like Favor of the Mighty! It might be worth splashing white mana for hard casting elesh norn and empyrial archangel. Thanks for the idea!
2x Stormtide Leviathan
1x Elesh Norn, Grand Cenobite
4x Hooting Mandrills
4x Tasigur, the Golden Fang
Spells x27
4x Eldritch Evolution
2x Choke
1x Favor of the Mighty
2x Abrupt Decay
4x Serum Visions
4x Thought Scour
4x Gitaxian Probe
4x Inquisition of Kozilek
2x Thoughtseize
4x Verdant Catacombs
4x Misty Rainforest
4x Darkslick Shores
2x Hinterland Harbor
2x Overgrown Tomb
1x Breeding Pool
1x Watery Grave
1x Temple Garden
2x Forest
1x Swamp
2x Engineered Explosives
1x Surgical Extraction
4x Spreading Seas
1x Favor of the Mighty
1x Maelstrom Pulse
3x Leyline of the Void
2x Creeping Corrosion
1x Empyrial Archangel
I've spent lot of time yesterday play testing and here's the list that was most consistent with splashing white for Favor of the Mighty. Giving protection from all color means my creatures are resilient to removal spells and they are pseudo unblockable which is useful in many situations.
I wanted to play Empyrial Archangel but it died too easily from absorbing 8 damage. Favor of the Mighty solved this problem by giving archangel protection from all color so that it doesn't take any damage from colored source. This combo is not in my maindeck because it doesn't do anything against affinity, eldrazi, and valakut. I can perhaps replace archangel with Platinum Angel or Platinum Emperion except they are much more vulnerable to removal spells without Favor of the Mighty.
I decided to remove one Choke for one Favor of the Mighty in maindeck. In a sense Favor of the Mighty is like choke because it protects my big creatures except it makes them more vulnerable to wrath spells.
edit: Botanical Sanctum replaced with Darkslick Shores
And what do u think about maybe 1 Research // Development in your main deck? So you can have a toolbox of creatures in your sideboard and choose the specific ones you want to shuffle in your deck to combo with Eldritch Evolution. So you can have your sideboard in your game one just in case your need a specific answer against combo or something else. It also helps just in case your Elesh and/or Stormtides got killed or pathed. You can also shuffle a Emrakul, the Aeons Torn to counter a mill deck or something like that.
Actually I think that Research // Development + Eldritch Evolution are a cool combo to have what you need without main decking tons of creatures that most of the time are unplayable by normal ways. Also a set of Research will not stuck in your hand like any other big creature.
3x Stormtide Leviathan
3x Tasigur, the Golden Fang
4x Hooting Mandrills
Enchantment x12
4x Choke
4x Spreading Sea
4x Sea's Claim
4x Eldritch Evolution
4x Gitaxian Probe
4x Serum Visions
Instant x4
4x Thought Scour
Lands x22
2x Flooded Grove
1x Watery Grave
1x Overgrown Tomb
3x Breeding Pool
4x Misty Rainforest
4x Botanical Sanctum
4x Verdant Catacombs
2x Forest
1x Swamp
Choices are Thalia, Heretic Cathar or Root Maze or Elder Deep-Fiend.
I mean something to force them to tap their lands because they would just keep their lands up until they find a response. I think Elder Deep-Fiend is very interesting since you are already cheating the mana cost with delve creatures. Let's say you can play something like that:
- You cast Tasigur, the Golden Fang and during opponent's end phase you emerge him to cast Elder Deep-Fiend.
- Elder Deep-Fiend will tap their lands and during your turn you can Eldritch Evolution for Stormtide Leviathan.
If you already have Choke on the field you will lock their lands.
By other hand Thalia, Heretic Cathar just take one slot and will tap non basic lands. Being a cost 3 creature you can recur with Sun Titan later.
Even Distended Mindbender might work too. It can be used to get rid of counter or removal spells.
-2 Abrupt Decay
-1 Thoughtseize
-1 Darkslick Shores
-1 Tasigur, the Golden Fang
+1 Avacyn, Angel of Hope
+1 Empyrial Archangel
+1 Memory's Journey
+1 Godless Shrine
+1 Favor of the Mighty
Add more one Favor of the Mighty because it helps a lot to protect your creatures even things like Hooting Mandrills.
Add Avacyn, Angel of Hope because most of the times when you already have a Favor of the Mighty on the field she will be the first card to tutor. She will protect your permanents from removal while Favor of the Mighty will protect her from things like Path to Exile.
Empyrial Archangel main deck + Avacyn, Angel of Hope both will protect each other. Empyrial Archangel will protect your life points while Avacyn, Angel of Hope will protect her from destruction.
Empyrial Archangel/Avacyn, Angel of Hope/Stormtide Leviathan they are all 8 CMC so they will not conflict with Favor of the Mighty.
Memory's Journey is here just in case you have milled a creature or a spell like Eldritch Evolution but could also work against some decks.