Please do not take this as an attack. It is not meant to be. Why not simply replace Narset with actual good cards and play esper tapout midrange?
I get this a quite a bit, but how we define "good cards" is sometimes predicated on their relevance/context in its respective deck, not necessarily in a vacuum. Just look at Lantern Control.
No other Walker would provide the pressure/value that Narset does in this deck's design and gameplan. There have been skeptics, but you have to experience the deck to understand why she's there and how she functions vs the field with the rest of the deck.
For more Info, I'll be sharing an article I collaborated with Ali Aintrazi covering this deck. It will be out later this week.
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From my perspective, Narset plays a variety of roles in our deck:
It's a lighting rod. Really, she has an insane initial loyalty, and for some reason people try very hard to kill her instead of us.
She get consistent card advantage. We only play 3 creatures on the main, and have serum visions for filtering, so we will draw most of times with her +1
She gets more value from our cards. Rebounding things like wraths, Lingering Souls or Esper Charm is huge for stabilizing the board. Complement that with Snapcaster and you have a value party.
Is important to say that the deck is not built around Narset. We don't need to draw her in order to win. She is just one of our many tools.
I see you replaced the Batterskull with a Sorin. I also thought that the Batterskull was a bit too high on the curve, and I tried other alternatives.
What do you think of Ajani Goldmane? His abilities seem relevant and his CMC is better on the curve. His +1 is straight up 2 life, providing consistent lifegain, half as fast as Batterskull. His -1 pumps up our spirits and gives them vigilance, allowing potential swings while holding up blockers. His ult also makes a threat in the form of an Avatar, which we could spawn several times over the game if we play it right.
Cons include Ajani not being able to save himself, and that his -1 needs creatures on the board to be useful at all. Still, my playtesting so far showed that I can play him more frequently than I do Batterskull, with the lower cost and all.
Your thoughts? I tried Liliana, but I really like the lifegain on OG Ajani
It's a flex Walker with a specific role. Batterskull was great here, too. This slot can also be 4th wrath, EE, Sphere, Walker, or another cheap removal.
In fact, a 4th sweeper is likely the best option for stabilization against the aggressive meta - preferably *** as Elves seem to be on the rise.
I haven't considered Ajani. Interesting to say the least. Let me know how testing goes.
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I'm also an Admin for one of the premier Modern communities on Facebook:
This https://i.imgur.com/EoAkWtn.png got spoiled and I was wondering what you thought of it. I definitely think this card has some place in the 75 and wanted to hear your thoughts
This https://i.imgur.com/EoAkWtn.png got spoiled and I was wondering what you thought of it. I definitely think this card has some place in the 75 and wanted to hear your thoughts
Absolutely.
Flex spots for 3-4 FP:
4th Path to Exile
3rd/4th Supreme Verdict (3rd must go in SB)
4th Serum Visions (if you're on 4)
2nd Blessed Alliance (less inclined to remove any, but move 2nd in SB if you do)
I'm pretty close to finishing the deck out, but I don't have the spare money for Gideons. Decided to put 2 Ashiok in his place for now rather than the Sun's Champion and a Sorin SV I was thinking about.
1. Obviously Instant-speed is way better, but is it worth the life?
2. What matchups require this kind of catch-all? Is something like this necessary in main deck, or purely sideboard?
3. Is a catch-all necessary at all? Is it needed to make up the gaps that Fatal Push can't handle, like Tasigur, Reality Smasher, Planeswalkers, Blood Moons?
You use a catch all especially against non-creature threats like planeswalkers and artifacts (we have esper charm for enchantments). I'm playing one mainboard, but is a meta decision, you can put one comfortably on the side.
I like Anguished Unmaking more, because it's an instant and in some match ups like jund they can simply abrupt decay your detention sphere, and we can't protect it with something like cryptic command, making it subpar (same happens with dredge post sideboard). We play enough life sources, so the 3 life cost is not a problem. Also it has more synergy with Narset and Snapcaster (if you manage to keep a good life count).
Is it absolutely necessary? Maybe not. It depends on your meta, and your sideboard plan. But it is worth the consideration.
Here's a report from last night - already posted on FB group but this seems to be different folks so I'll post it again.
I went 3-1 my first time with the deck, for 6th out of 28 players. I might have gotten lucky with matchups, but I'll take it because this deck has a hell learning curve! Like you all said, it is hard to play, but very fun!
Please give feedback on sideboarding if you have any. Thanks!
Round 1: 2-1 against UB Faeries (with Smuggler's Copters)
I boarded 2x EE and 1x Timely, and took out 1 Path, 1 BA, and 1 Verdict. The game I lost I controlled the board, but he had two mutavaults.
Round 2: Lost 1-2 against monowhite D&T. I boarded in two EE, which were good, and boarded out 2 Thoughtseize, which turned out to be a mistake.
He was really good - he targeted my lands with GQ game 1 to run me out of basics, and taxed me with Thalia, and kept me on the back foot the whole time. Game 2 I stabilized barely by playing out Souls to block and finally ran him out of cards. In game 3 I was getting my non-basics so that he couldn't run me out of basics again, and he Vialed in a Magus of the Moon!! Crushed.
I know that I misplayed at least once, I scryed a land to the bottom with Serum Visions, then I wasn't able to play Supreme Verdict a few turns later. My opponent is a very good player but also I think this may be a really hard matchup. Thoughts?
Round 3: Won 2-0 against BW Tokens. This seems to be a really easy matchup - we have Esper Charm to kill enchantments, Verdict to control the board, card advantage, etc. I boarded in 2xEE and 1x Anguished Unmaking, and took out 3 spot removals.
Round 4: Won 2-0 against Ad Nauseum. The discard suite was amazing. Game 1 went T1 Inquisition, T2 Thoughtseize + SV, T3 Souls, T4 Gideon, T5 flashback Souls +Esper Charm in discard mode. GG! I boarded out 10 cards - 4 path, 3 Verdict, 2 BA, and 1 Gideon Jura. Brought in 3 Mentor, 3 Countersquall, 3 S. Extraction, and 1 Anguished Unmaking. Slowed him down by extracting his Angel's Graces, kept him off cards, he desperately burned my Mentor with the Lightning Storm, and I beat down with a Monk token and two Snapcasters.
Regarding Anguished Unmaking, it was great for me. Very versatile and I think that instant-speed IS worth the 3 life.
Cards I'd like to fit into the sideboard include something else to deal with artifacts, and a second Gideon Jura.
I think I'd prefer Liliana of the Veil instead of Sorin, she synergies with your hand disruption strategy, you can pitch souls or other spells for snapcaster and if you control their hand with Lili it leaves esper charm more open to the draw node. Not to mention her final is pretty badass.
… if you control their hand with Lili it leaves esper charm more open to the draw node. …
The problem is Liliana is nonbo with Esper Charm's draw mode. We can play Lili, but have to tweak the list a little to accommodate her in the strategy.
I have Esper Draw-Go now but am looking for something more rogue, but competitive. Draw-Go is good, but I thin, with the shifting meta, there will be weaknesses that this kind of version addresses better. I have a couple more pieces to acquire, but I am thinking about selling a couple of things in my collection to finish this deck to try it out. I am very active in the Elves community and hope to drop all of my ideas here for the Esper builds. Thank you for piloting a non-draw-go build of Esper. Hope Fatal Push treats us well. I will slowly read the three pages on here and contribute when I can. I may even bring this deck to the regionals which I am going to attend.
I don't have the transcendent shellet, but my esper build I have 4-0, 3-1 and 3-0ed a tournament with is listed below.
Any advice will be welcome and once I complete my transcendent build, I will contribute as well.
Looking forward to this being the next big thing. I see much potential.
While fatal push is a great card, i would suggest a 4/3 split of path/push because path is uncondition unlike push(although most times you will be able to trigger revolt).
I've been testing this brew, and it's been incredibly fun. Thanks for finding a good use for Narset.
Here's the list I've been running, which includes a pair of Monastery Mentor as another threat/fire magnet. The addition of Fatal Push has really helped by adding yet another good one-drop to trigger Mentor.
Hi, This deck looks sweet but before I jump head first into building it on paper I wanted an opinion on how winnable we can make the burn matchup. I play in a meta filled with affinity, burn and infect along with 2 jund players and I don't want to commit to A deck that can sometimes just fold to burns best hands. is 2 alliance and 1 brutality main enough? should i main timely instead of 3rd verdict and where does fatal push go in this deck? thanks!
I've been asked about my post-Fatal Push list quite a bit, so I figured I share it with the community. I've also provided additional options for personal preference, play style, meta, and optimization. I hope you find the following information helpful.
For more information and the latest developments/updates, stay tuned to the deck on Tappedout.
Note: Vault of the Archangel is a Utility Land option. Celestial Colonnade is an option over Shambling Vent/Creeping Tar Pit in a slower, more defensive version. Concealed Courtyard can be played as a 1 of alongside 2 Darkslick Shores.
Note: The optimal suite for Serum Visions is 4. If it's cut to 3, then definitely play 4 Esper Charm.
Note 2: 3/3 IoK/TS has been more balanced than 4/2, especially without counters. If you cut 1 Thoughtseize, it's highly recommended to run 1 in the SB, or at least 1 Duress.
Note: The optimal suite for Esper Charm is 4. If it's cut to 3, then definitely play 4 Serum Visions.
Note 2: 3/4 or 4/3 SV/Charm is reasonable, but 3/3 is incorrect.
Note 3: 1-2 Blessed Alliance is an option.
Note 4: 1 Anguished Unmaking, 1 Hero's Downfall, 1-2 Detention Sphere, and 1 Engineered Explosives are optional and viable catch-all's to play in the main.
Note: The optimal suite for Narset Transcendent is 3. If you run 2, it's recommended to play a 4 cmc Walker than provides card advantage, such as Jace, Architect of Thought or Dovin Baan. However, neither provide the value and applications Narset Transcendent does in our design and gameplan.
Note 2: Depending on meta, Gideon Jura has proven to be a viable option in the main, too. Sorin, Solemn Visitor is another.
Sideboard: 15
1x Anguished Unmaking (Flex)
1x Baneslayer Angel (Flex/Optional: 2)
2x Blessed Alliance (Optional: 1 or 3)
3x Countersquall (Optimal)
1x Disenchant (Flex/Optional: 2)
1x Elspeth, Sun's Champion (Flex)
3x Geist of Saint Traft (Optimal)
3x Surgical Extraction (Optional: 2)
Note: The deck should contain 3-5 life gain spells (Top 3: Blessed Alliance, Collective Brutality, Timely Reinforcements).
Note 2: 3 Countersquall, 3 Geist of Saint Traft, and 2-3 Surgical Extraction are SB staples. This leaves us with 6-7 flex spots. Refer to the 'Sideboard Design Philosophy' section below for more information.
-----------------------
[ET's Sideboard Design Philosophy]
Sideboarding questions come up often, and rightfully so given that this is a new and relatively complex deck to pilot. While we now have a sideboard guide based on my list, courtesy of Lawrence Harmon: http://imgur.com/a/nQPMG, it's important to understand why we're playing these cards and which ones are staples.
Ultimately, we want to make sure that our 15 cards help us make good matches better and shore up weak areas, while complimenting the deck's design and gameplan (seeing the deck as a full 75). These should be cross-performing, multi-functional cards (versatile, not narrow) that allow us to create different packages which can be utilized against various MU's.
Sideboard Staples: 8-9 (Flex: 6-7)
1. Geist of Saint Traft (3)
Note: 2 is reasonable, but not consistent as a dedicated plan. 3 is recommended.
Note: Vendilion Clique don't present the same clock and are easier to kill, especially with Fatal Push likely becoming a popular removal, but is a viable option to compliment Geist of Saint Traft. It also suits our 'Disrupt & Deploy' gameplan.
-Geist of Saint Traft (2-3)
-Vendilion Clique (1-2)
The changes I have from your list are the following:
-1 Thoughtseize/ +1 Inquisition
My meta is full of burn, where the life loss from TS combined with a low average CMC mean that IoK is better. I still have 2 more TS in the side that I board in for big mana decks.
-1 Fatal Push/ +1 Anguished Unmaking
I still carry 3 Fatal Push, but I find an all-purpose answer to be very useful in the main, too. The fact that it exiles instead of destroys (without giving free ramp) is also relevant vs multiple decks.
-1 Esper Charm/ +1 Blessed Alliance
Both provide modal utility, but having extra access to MB lifegain combined with removal proved to be useful. I have a second copy in the side that comes in vs burn and boggles.
-1 Elspeth/ +1 Gideon, AOZ
Both make tokens, but I feel Gideon is stronger in this shell thanks to his emblem anthem. Elspeth has Jump, but this deck seems to go wide rather than tall.
-1 Lingering Souls/ +1 Timely Reinforcements
This deck takes a few turns to get online, which means the ability to stabilize is vital. Timely adds lifegain to the deck, while still providing tokens. 4 Souls can get extremely cloggy (at least in my testing.
-1 Supreme Verdict -1 Land/ +2 Monastery Mentor
Mentor is another token producer that can get out of hand extremely quickly. The deck runs 9 1-CMC spells, which means that mentor easily produces tokens. Mentor also proccs off of Narset's rebound, which adds to the overall damage. In return, I dropped a verdict (since the deck is now slightly more creature-oriented) and the 24th land (Since the deck runs at a slightly lower curve in this configuration).
As to my land variations:
-1 Darkslick Shores -2 Ghost Quarter/ +2 Celestial Colonnade
The second Darkslick was dropped for a Mentor as previously mentioned, while the Ghost Quarters were dropped because I found that the extra game-ending power and colored mana of the Colonnades were more valueable. The GQs might move to the sideboard. I'm also considering dropping to 1 Colonnade and adding a Concealed Courtyard to facilitate T1 access to pain-free W/B.
I won't even bring up the side, as that is meta dependent. As such, there isn't anything that's a staple in every meta.
And in general, the day people stop trying to innovate a deck is the day the deck dies. Before saying that a build is bad, at least try it. In regards to my deck in particular, I fail to see how my changes make it more Draw+Go/Tempo. The changes keep it a tap-out deck, while focusing slightly more on tokens, less pain, and a lower CMC. It still proactive deploys threats while disrupting with spot removal and discard. I get that the deck is your baby, but that doesnt mean that others can't tweak it and try new variations.
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I get this a quite a bit, but how we define "good cards" is sometimes predicated on their relevance/context in its respective deck, not necessarily in a vacuum. Just look at Lantern Control.
No other Walker would provide the pressure/value that Narset does in this deck's design and gameplan. There have been skeptics, but you have to experience the deck to understand why she's there and how she functions vs the field with the rest of the deck.
For more Info, I'll be sharing an article I collaborated with Ali Aintrazi covering this deck. It will be out later this week.
MTG Modern - Competitive: UWx Midrange/Control
Facebook.com/ModernUWxControl
MTG Modern - Competitive: UWx Midrange/Control Community
Facebook.com/Groups/MTGModernUWx
I'm also an Admin for one of the premier Modern communities on Facebook:
Magic the Gathering: Modern Meta Masters
https://www.facebook.com/groups/ModernMetaMasters/
Is important to say that the deck is not built around Narset. We don't need to draw her in order to win. She is just one of our many tools.
"Control is a tricky business in Modern. Ali calls on Francesco Amati for a new take on the archetype."
Check out Ali Aintrazi's new article on ET!
MTG Modern - Competitive: UWx Midrange/Control
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What do you think of Ajani Goldmane? His abilities seem relevant and his CMC is better on the curve. His +1 is straight up 2 life, providing consistent lifegain, half as fast as Batterskull. His -1 pumps up our spirits and gives them vigilance, allowing potential swings while holding up blockers. His ult also makes a threat in the form of an Avatar, which we could spawn several times over the game if we play it right.
Cons include Ajani not being able to save himself, and that his -1 needs creatures on the board to be useful at all. Still, my playtesting so far showed that I can play him more frequently than I do Batterskull, with the lower cost and all.
Your thoughts? I tried Liliana, but I really like the lifegain on OG Ajani
In fact, a 4th sweeper is likely the best option for stabilization against the aggressive meta - preferably *** as Elves seem to be on the rise.
I haven't considered Ajani. Interesting to say the least. Let me know how testing goes.
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Absolutely.
Flex spots for 3-4 FP:
4th Path to Exile
3rd/4th Supreme Verdict (3rd must go in SB)
4th Serum Visions (if you're on 4)
2nd Blessed Alliance (less inclined to remove any, but move 2nd in SB if you do)
1 Sorin, Solemn Visitor/Batterskull/Anguished Unmaking/Murderous Cut spot
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1. Obviously Instant-speed is way better, but is it worth the life?
2. What matchups require this kind of catch-all? Is something like this necessary in main deck, or purely sideboard?
3. Is a catch-all necessary at all? Is it needed to make up the gaps that Fatal Push can't handle, like Tasigur, Reality Smasher, Planeswalkers, Blood Moons?
I like Anguished Unmaking more, because it's an instant and in some match ups like jund they can simply abrupt decay your detention sphere, and we can't protect it with something like cryptic command, making it subpar (same happens with dredge post sideboard). We play enough life sources, so the 3 life cost is not a problem. Also it has more synergy with Narset and Snapcaster (if you manage to keep a good life count).
Is it absolutely necessary? Maybe not. It depends on your meta, and your sideboard plan. But it is worth the consideration.
I went 3-1 my first time with the deck, for 6th out of 28 players. I might have gotten lucky with matchups, but I'll take it because this deck has a hell learning curve! Like you all said, it is hard to play, but very fun!
Please give feedback on sideboarding if you have any. Thanks!
Round 1: 2-1 against UB Faeries (with Smuggler's Copters)
I boarded 2x EE and 1x Timely, and took out 1 Path, 1 BA, and 1 Verdict. The game I lost I controlled the board, but he had two mutavaults.
Round 2: Lost 1-2 against monowhite D&T. I boarded in two EE, which were good, and boarded out 2 Thoughtseize, which turned out to be a mistake.
He was really good - he targeted my lands with GQ game 1 to run me out of basics, and taxed me with Thalia, and kept me on the back foot the whole time. Game 2 I stabilized barely by playing out Souls to block and finally ran him out of cards. In game 3 I was getting my non-basics so that he couldn't run me out of basics again, and he Vialed in a Magus of the Moon!! Crushed.
I know that I misplayed at least once, I scryed a land to the bottom with Serum Visions, then I wasn't able to play Supreme Verdict a few turns later. My opponent is a very good player but also I think this may be a really hard matchup. Thoughts?
Round 3: Won 2-0 against BW Tokens. This seems to be a really easy matchup - we have Esper Charm to kill enchantments, Verdict to control the board, card advantage, etc. I boarded in 2xEE and 1x Anguished Unmaking, and took out 3 spot removals.
Round 4: Won 2-0 against Ad Nauseum. The discard suite was amazing. Game 1 went T1 Inquisition, T2 Thoughtseize + SV, T3 Souls, T4 Gideon, T5 flashback Souls +Esper Charm in discard mode. GG! I boarded out 10 cards - 4 path, 3 Verdict, 2 BA, and 1 Gideon Jura. Brought in 3 Mentor, 3 Countersquall, 3 S. Extraction, and 1 Anguished Unmaking. Slowed him down by extracting his Angel's Graces, kept him off cards, he desperately burned my Mentor with the Lightning Storm, and I beat down with a Monk token and two Snapcasters.
Regarding Anguished Unmaking, it was great for me. Very versatile and I think that instant-speed IS worth the 3 life.
Cards I'd like to fit into the sideboard include something else to deal with artifacts, and a second Gideon Jura.
Simbioide - thank you for the clear explanations. Much appreciate your help answering questions.
Anguished Unmaking is flex, but definitely better than Detention Sphere for us.
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You're welcome.
The problem is Liliana is nonbo with Esper Charm's draw mode. We can play Lili, but have to tweak the list a little to accommodate her in the strategy.
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I don't have the transcendent shellet, but my esper build I have 4-0, 3-1 and 3-0ed a tournament with is listed below.
Any advice will be welcome and once I complete my transcendent build, I will contribute as well.
Looking forward to this being the next big thing. I see much potential.
BGElvesBG and BUGNissa ElvesBUG Faithful Elfer since May 1st, 2015
Results: SCG IQ Top 8, Monthly Modern Masters Top 4
Here's the list I've been running, which includes a pair of Monastery Mentor as another threat/fire magnet. The addition of Fatal Push has really helped by adding yet another good one-drop to trigger Mentor.
2 Monastery Mentor
3 Snapcaster Mage
Instants:
1 Anguished Unmaking
1 Blessed Alliance
3 Esper Charm
3 Fatal Push
3 Path to Exile
Planeswalkers:
1 Gideon Jura
2 Gideon, Ally of Zendikar
3 Narset, Transcendent
Sorceries:
4 Inquisition of Kozilek
3 Lingering Souls
3 Serum Visions
2 Supreme Verdict
2 Thoughtseize
1 Timely Reinforcement
2 Celestial Colonnade
1 Creeping Tar Pit
1 Darkslick Shores
3 Flooded Strand
1 Godless Shrine
2 Hallowed Fountain
1 Island
2 Marsh Flats
2 Plains
3 Polluted Delta
2 Shambling Vent
2 Swamp
1 Watery Grave
2 Engineered Explosives
2 Relic of Progenitus
2 Kataki, War's Wage
1 Anguished Unmaking (Considering swapping for Detention Sphere)
1 Blessed Alliance
2 Hallowed Moonlight
2 Flaying Tendrils
1 Supreme Verdict
2 Thoughtseize
I've been asked about my post-Fatal Push list quite a bit, so I figured I share it with the community. I've also provided additional options for personal preference, play style, meta, and optimization. I hope you find the following information helpful.
For more information and the latest developments/updates, stay tuned to the deck on Tappedout.
Updated: 1/17/17
http://tappedout.net/mtg-decks/02-11-16-esper-narset/
MD Changes:
-1 Lingering Souls
+1 Timely Reinforcements
-1 Serum Visions
+1 Collective Brutality
-1 Gideon Jura
+1 Gideon, Ally of Zendikar
SB Changes:
-1 Collective Brutality
+1 Blessed Alliance
-1 Engineered Explosives
+1 Baneslayer Angel
-1 Supreme Verdict
+1 Elspeth, Sun's Champion
Land (24)
2x Creeping Tar Pit (Optional: 0-1)
2x Darkslick Shores (Optional: 0-3)
3x Flooded Strand
1x Ghost Quarter (Optional: 2)
1x Godless Shrine (Optional: 2)
2x Hallowed Fountain
1x Island (Optional: 2)
2x Marsh Flats (Optional: 3)
1x Mystic Gate (Flex)
2x Plains
3x Polluted Delta
2x Shambling Vent (Optional: 0-1)
1x Swamp
1x Watery Grave
Note: Vault of the Archangel is a Utility Land option. Celestial Colonnade is an option over Shambling Vent/Creeping Tar Pit in a slower, more defensive version. Concealed Courtyard can be played as a 1 of alongside 2 Darkslick Shores.
Creature (3)
3x Snapcaster Mage (Optimal)
Sorcery (17)
1x Collective Brutality (Flex)
3x Inquisition of Kozilek (Optional: 4)
3x Lingering Souls (Optional: 4
3x Serum Visions (Optional: 4)
3x Supreme Verdict (Optional: 2)
3x Thoughtseize (Optional: 2)
1x Timely Reinforcements (Flex)
Note: The optimal suite for Serum Visions is 4. If it's cut to 3, then definitely play 4 Esper Charm.
Note 2: 3/3 IoK/TS has been more balanced than 4/2, especially without counters. If you cut 1 Thoughtseize, it's highly recommended to run 1 in the SB, or at least 1 Duress.
Instant (10)
4x Esper Charm (Optimal)
3x Fatal Push (Optional: 4)
3x Path to Exile (Optional: 4)
Note: The optimal suite for Esper Charm is 4. If it's cut to 3, then definitely play 4 Serum Visions.
Note 2: 3/4 or 4/3 SV/Charm is reasonable, but 3/3 is incorrect.
Note 3: 1-2 Blessed Alliance is an option.
Note 4: 1 Anguished Unmaking, 1 Hero's Downfall, 1-2 Detention Sphere, and 1 Engineered Explosives are optional and viable catch-all's to play in the main.
Planeswalker (6)
1x Elspeth, Knight-Errant (Optional: 2)
2x Gideon, Ally of Zendikar (Optional: 1)
3x Narset Transcendent (Optimal)
Note: The optimal suite for Narset Transcendent is 3. If you run 2, it's recommended to play a 4 cmc Walker than provides card advantage, such as Jace, Architect of Thought or Dovin Baan. However, neither provide the value and applications Narset Transcendent does in our design and gameplan.
Note 2: Depending on meta, Gideon Jura has proven to be a viable option in the main, too. Sorin, Solemn Visitor is another.
Sideboard: 15
1x Anguished Unmaking (Flex)
1x Baneslayer Angel (Flex/Optional: 2)
2x Blessed Alliance (Optional: 1 or 3)
3x Countersquall (Optimal)
1x Disenchant (Flex/Optional: 2)
1x Elspeth, Sun's Champion (Flex)
3x Geist of Saint Traft (Optimal)
3x Surgical Extraction (Optional: 2)
Note: The deck should contain 3-5 life gain spells (Top 3: Blessed Alliance, Collective Brutality, Timely Reinforcements).
Note 2: 3 Countersquall, 3 Geist of Saint Traft, and 2-3 Surgical Extraction are SB staples. This leaves us with 6-7 flex spots. Refer to the 'Sideboard Design Philosophy' section below for more information.
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[ET's Sideboard Design Philosophy]
Sideboarding questions come up often, and rightfully so given that this is a new and relatively complex deck to pilot. While we now have a sideboard guide based on my list, courtesy of Lawrence Harmon: http://imgur.com/a/nQPMG, it's important to understand why we're playing these cards and which ones are staples.
Ultimately, we want to make sure that our 15 cards help us make good matches better and shore up weak areas, while complimenting the deck's design and gameplan (seeing the deck as a full 75). These should be cross-performing, multi-functional cards (versatile, not narrow) that allow us to create different packages which can be utilized against various MU's.
Sideboard Staples: 8-9 (Flex: 6-7)
1. Geist of Saint Traft (3)
Note: 2 is reasonable, but not consistent as a dedicated plan. 3 is recommended.
*Combo (i.e. Ad Naus, Valakut, Amulet)
*Control (i.e. UWx/Nahiri, Lantern, Tron)
*Spell-Based Aggro (i.e. Infect, Burn, Zooicide, etc.)
2. Countersquall/Negate (3-4)
Note: 3 is recommended. There should be at least 2 Countersquall.
*Combo
*Control
*Spell-Based Aggro/Midrange
3. Surgical Extraction (2-3)
Note: 2 is recommended.
*Combo
*Control
*Graveyard-Based Strategies (i.e. Dredge)
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Sideboard Design:
Note: The following #'s represent the minimum for each category.
1. 3 Life Gain Spells (4 if 0 in main)
-Blessed Alliance (Deck: 1-3)
-Collective Brutality (Deck: 0-2)
-Timely Reinforcements (Deck: 0-2)
2. 2 Graveyard Hate (3 is recommended if Dredge is still popular)
Note: It's worth noting that Crypt Incursion can also be used as a life gain spell vs Burn. It synergizes well with Fatal Push.
-Surgical Extraction/Extirpate (2-3)
-Nihil Spellbomb (1)
-Crypt Incursion/Ravenous Trap (1)
3. 3 Pressure Threats
Note: Vendilion Clique don't present the same clock and are easier to kill, especially with Fatal Push likely becoming a popular removal, but is a viable option to compliment Geist of Saint Traft. It also suits our 'Disrupt & Deploy' gameplan.
-Geist of Saint Traft (2-3)
-Vendilion Clique (1-2)
4. 3 Counters
-Countersquall/Negate (3-4)
-Logic Knot/Disdainful Stroke (1-2)
-Dispel (1-2)
5. 1 Artifact Removal
-Disenchant (1-2)
-Engineered Explosives (1-2)
-Stony Silence (1-2)
6. 1 Catch-All/PW Removal (Optional)
Note: Only recommended if one of these isn't in your main.
-Anguished Unmaking/Hero's Downfall/Celestial Purge
-Detention Sphere
-Pithing Needle
7. 1 Creature/Planeswalker Finisher
-Baneslayer Angel/Dragonlord Ojutai/Grave Titan
-Batterskull
-Elspeth, Sun's Champion
8. 1-2 Flex
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-1 Thoughtseize/ +1 Inquisition
My meta is full of burn, where the life loss from TS combined with a low average CMC mean that IoK is better. I still have 2 more TS in the side that I board in for big mana decks.
-1 Fatal Push/ +1 Anguished Unmaking
I still carry 3 Fatal Push, but I find an all-purpose answer to be very useful in the main, too. The fact that it exiles instead of destroys (without giving free ramp) is also relevant vs multiple decks.
-1 Esper Charm/ +1 Blessed Alliance
Both provide modal utility, but having extra access to MB lifegain combined with removal proved to be useful. I have a second copy in the side that comes in vs burn and boggles.
-1 Elspeth/ +1 Gideon, AOZ
Both make tokens, but I feel Gideon is stronger in this shell thanks to his emblem anthem. Elspeth has Jump, but this deck seems to go wide rather than tall.
-1 Lingering Souls/ +1 Timely Reinforcements
This deck takes a few turns to get online, which means the ability to stabilize is vital. Timely adds lifegain to the deck, while still providing tokens. 4 Souls can get extremely cloggy (at least in my testing.
-1 Supreme Verdict -1 Land/ +2 Monastery Mentor
Mentor is another token producer that can get out of hand extremely quickly. The deck runs 9 1-CMC spells, which means that mentor easily produces tokens. Mentor also proccs off of Narset's rebound, which adds to the overall damage. In return, I dropped a verdict (since the deck is now slightly more creature-oriented) and the 24th land (Since the deck runs at a slightly lower curve in this configuration).
As to my land variations:
-1 Darkslick Shores -2 Ghost Quarter/ +2 Celestial Colonnade
The second Darkslick was dropped for a Mentor as previously mentioned, while the Ghost Quarters were dropped because I found that the extra game-ending power and colored mana of the Colonnades were more valueable. The GQs might move to the sideboard. I'm also considering dropping to 1 Colonnade and adding a Concealed Courtyard to facilitate T1 access to pain-free W/B.
I won't even bring up the side, as that is meta dependent. As such, there isn't anything that's a staple in every meta.
And in general, the day people stop trying to innovate a deck is the day the deck dies. Before saying that a build is bad, at least try it. In regards to my deck in particular, I fail to see how my changes make it more Draw+Go/Tempo. The changes keep it a tap-out deck, while focusing slightly more on tokens, less pain, and a lower CMC. It still proactive deploys threats while disrupting with spot removal and discard. I get that the deck is your baby, but that doesnt mean that others can't tweak it and try new variations.