Someone have a temur list? I saw some streameur is playing a Temur version.
What do you think about this?
Sadly, I don't have a Temur list, but I suspect it has a lot easier time closing out games with a tutored-for instant! It better splash black, though, or else chaining turns with Nexus of Fate can't be done with Mystical Teachings alone.
I did top 8 yesterday with the same main deck "Benjamin Guillerm's " and some change in sideboard.
R1 vs phoenix and i did draw
The problem was my opponent did not concede when the game was done.
R2 vs phoenix again 2-0
R3 vs White Stax 2-1
R4 vs Lantern control 2-0
R5 vs Boggle 1-2 (draw 5 lands at game 3, 0 active cards)
R6 vs Lanter Control 2-0
Lost in quarter final 1-2 vs spirit. I was totally unlucky
G1 lock at 3 land until turn 8-9 (got all spells for the win in my hand)
G2 I destroyed all creatures
G3 He did Gheist T2 and he did the game because he has 2 spell squeller in his hand. My Hand was Reclamation + 3 cryptique + teaching + consume
I would like to see what people's thoughts are on 4 Opt vs 4 Hieroglyphic Illumination.
I have only played with the Hieroglyphics, but would like to see what others have thought about Opt.
I like Opt more, cause it can find me lands/things I need sooner than Hiero. Hiero gets really good, when you have an active Wild Rec, but at that point it is usually really hard to not have some form of gas.
Note: I am only playing 23 lands, so I need the cantrips to reliable find my lands. Hence why I play 4 Opts + 2 Hiro.
Greetings,
Kathal
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What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
This is the deck that I'm finally jumping into modern for. Ordering my set of snaps and cryptics.
Over the past few days I've been mulling over how to fit everything in that I'd like to do within a Wilderness Reclamation shell. I like the current iterations based on Mystical Teachings and instant-speed bullets, but perhaps there's a better way?
Gifts Ungiven springs to mind as an alternative to Mystical Teachings, and can fetch more targets than Teachings. You can do the ever popular Unburial Rites + Iona, Shield of Emeria/Elesh Norn, Grand Cenobite; and you don't lose tempo to play Gifts after Wilderness Reclamation. Alternatively, Gifts can help you find Reclamation itself, counterspells, and different types of bullets to combat other decks; and you wouldn't really even need to change that much.
What concerns me most is the criticality of certain aspects of the deck with regards to turn order.
Turn 1, your ideal play is Opt, Fatal Push/Path (if you're sultai or bant, respectively)
Turn 2, your ideal play is Growth Spiral, unless you need to buy a turn with Remand; or in worst cases Snap-opt or Snap-Push/Path
Turn 3, you ideally play Reclamation with the acceleration from Spiral and run away with the game. If not, you're probably trying to find Reclamation in some way.
This is where Gifts comes into play. Reclamation allows you to play Gifts the same turn you play Reclamation; which can win you the game on the spot against some decks with Unburial Rites. However, you could also tutor up some gifts piles that help in niche matchups, and allow you to run pieces that aren't just instants. I don't have a concrete decklist set up, but this is an outline of my assessment for the deck so that I can start some discussion about an ideal list:
The Acceleration Package
A turn 3 reclamation allows you to run away with the game. The only reason you should be delaying your Reclamation is if you're still looking for it, or were forced to spend the first two turns not accelerating your mana because you were responding to other things. Deck space is so tight in this shell, and most of the successful decks seem to be running only Growth Spiral. This seems to be fine, but there are other options as well.
Utopia Sprawl - If played without its best friend Arbor Elf, it still allows you to play a Turn 3 Reclamation; and will only prevent you from acting if you play it turn 1. You're still able to Remand/Growth Spiral if you play it on Turn 2. However, it doesn't establish any board presence and can only enchant forests.
Explore - Slower Growth Spiral, but still has the benefit of being a cantrip. I wouldn't run more than 2 because of how risky it is to tap out on turn 2.
Simic Growth Chamber et al - The ravnica bouncelands may be decent in this shell, as Reclamation gets around their tapped drawback, but the sequencing is nightmarish, especially without ways to play multiple lands in a turn. By running some of these lands, you risk slowing your plays and having dead lands, but it also allows you to run less lands in the deck. Ideally you'd want to play these lands off Growth Spiral/Explore/Azusa, Lost but Seeking; but I don't have the information as to whether the payoff of these lands is worth the risk and effort.
Redundancy
Maindeck surgical extraction and targeted discard is a thing we need to be prepared for. Seize+Surgical on Reclamation is crushing, but Surgical on Mystical Teachings is an instant scoop. Gifts Ungiven gives some added redundancy to this plan because we can still be on the gifts plan if the other stuff doesn't work out, and a lot of decks still scoop to Turn 4 Iona/Norn.
Hard Recursion, Softlock, or Win Condition
Some of you older players may remember wonderful jank like Eternal Witness + Crystal Shard; or the original Gifts targets like Eternal Witness + Hana Kami + Ethereal Haze + Soulless Revival (bring back Splice when?). In other words, this deck needs something like Eternal Witness; because Snapcaster only works twice. We need an engine, because this deck is nothing but pure gas. Finding a way to recur Witness lets us do nasty things like loop Plow Unders, or Mindslaver, or hell; expand our color profile to include Restoration Angel + Kiki Jiki, Mirror Breaker. The point being, I don't feel the win condition of the Teachings iteration of the deck immediately follows from playing Reclamation. It is interactive, which I like, but there is no haymaker. Reclamation needs to set up something stronger than Creeping Tar Pit beatdown or multiple turn durdling.
These are the cards that I'm thinking of trying out in a wilderness reclamation shell
Temporal Tresspass - If you can find a way to fill your graveyard, this can be a cheap source of extra turns.
Mindslaver - Reclamation is perfect for a card like Mindslaver. If you can cast it, you can activate it the same turn with Reclamation on the board, and a single activation is oftentimes all you need. A simple recursion loop with Eternal Witness allows you to lock your opponent out of the game. If you want to get super spicy, how about [card]Bringer of the White Dawn
[/card]?
Mystic Snake, Kitchen Finks, Restoration Angel + Ghostly Flicker/Kiki Jiki, Mirror Breaker - This is a stretch, and probably pulls the deck in several strange directions, but Ghostly Flicker on Mystic Snake seems hilarious to me; plus you have the insta-win combos with Kiki/Resto, and the ability to flicker Snapcasters and Witnesses for general value shenanigans.
Bring to Light - While Reclamation won't actually assist us in casting Bring to Light, if we can expand to five colors, then Reclamation allows us to remain open for instant speed effects after spending a turn casting Bring to Light.
I don't know. I haven't made a list yet, but I'm in love with the concept, and I'm interested to hear what you guys think about possible variants to the Reclamation strategy.
Maybe it stretches the mana base too far, but is boseiju who shelters all worth it in some number? Vs control?
I've actually found that this deck's Game 1s are actually favourable against blue-based control--you can generally force through a Wilderness Reclamation and start running away with the game from there. Nexus of Fate tends to be a trap because it costs too much and your opponent will counter it on your turn (and then resolve stuff while you're crimped on mana), but it does prevent you from decking out.
Thus, I see no need for Boseiju. This deck has a rough enough time against aggro that all the successful later builds are pre-boarding for that match-up.
The control match-up is even a cakewalk. Their "finishers" and value generators are all sorcery speed, while this deck doesn't necessary need Wild Rec to function. At some point, they need to resolve one of their Walkers, thus are low on mana, thus you can win the counter war or just untap and slam a Wild Rec on your own and win from there.
It is only a problem, if you are falling behind on land drops, which can happen but is very rare (especially thanks to Growth Spiral).
So no, Boseiju is totally not worth it.
Greetings,
Kathal
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What I play or have:
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Nexus is actually pretty decent in control mirrors. If they cast spells on your end step, whether or not you counter them, you can just cast nexus and take an extra turn with them tapped out/low.
If they play around it, they basically never have a window to casts spells.
How do we beat Whir(grixis) Prison G2? Game 1 it's nearly impossible to lose, but G2 they have Egos, Jester's Caps, and creatures... It feels unwinnable. And on MODO, we're likely to time out...
How do we beat Whir(grixis) Prison G2? Game 1 it's nearly impossible to lose, but G2 they have Egos, Jester's Caps, and creatures... It feels unwinnable. And on MODO, we're likely to time out...
Side in more counterspells? As long as you can stop Whir and Ego, there should be no issue. I don't think we lose to a single Ego, Surgical, or Jester Activation; two can be backbreaking though.
If game 1 goes super long and we win, you can just grind out game 2 til the clock runs out. Whether or not its possible for you to win is irrelevant if you win the first game.
What're people's thoughts on Gemstone Caverns? I know it's not the most optimal land, but I'm a Red Prison and Colorless Eldrazi player who's a little too much of a Caverns fanboy haha. I have the cards for Teachings now, just need to sleeve it up.
I also have a fatcaster in the mail, but does anyone have any suggestions for alternative finishers to Blue Sun's Zenith? I'm not sure how I feel on relying on an instant X mill as a main win con
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
What're people's thoughts on Gemstone Caverns? I know it's not the most optimal land, but I'm a Red Prison and Colorless Eldrazi player who's a little too much of a Caverns fanboy haha. I have the cards for Teachings now, just need to sleeve it up.
I also have a fatcaster in the mail, but does anyone have any suggestions for alternative finishers to Blue Sun's Zenith? I'm not sure how I feel on relying on an instant X mill as a main win con
I don't think I want to lose a card to Gemstone Caverns, as I typically play this deck like a control deck. And if I want a land that produces colourless mana only, I'd play a 2nd Field of Ruin.
I typically win through combat damage, plinking opponents to death with Snapcaster and Creeping Tar Pit. I've drawn my deck with USZ and taken infinite turns way more often than I've virtually milled my opponent by pointing USZ at them.
I won against Grixis Shadow and Four Color Control, drew against UR Breach, lost against Affinity.
Highlight of the night was the first game against Affinity, where I had double Reclamation set up against his board of double Etched Champion and a bunch of Memnites and Thopters. I chained three or so turns together, and brought him down to 0 from 17 with Snapcaster beats and a Creeping Tar Pit. Felt REALLY good.
Overall loving the deck and debating about what to upgrade with/whether or not to try a Bant version I found that uses Hydroid Krasis, Teferi, Secure the Wasters, and Sphinx's Revelation. Also what do people think of using Nissa, Steward of Elements? She seems like she could help filter draws, which was an issue late game in one of the ones I had tonight, since I kept drawing lands instead of interaction and cantrips. Also, do people run Search for Azcanta?
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
What sweepers would you use main/what would you swap out for a sweeper? Still new to this deck and trying to optimize it D:
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
Do you mean Consume the Meek? Most of the decks at my LGS these days are Phoenix, Big Mana, or Control so I've felt less urgency for sweepers MD.
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Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
When playtesting the deck I haven't fond an ideal spot to cast nissa. She is great once you start chaining turns, but if you're chaisning already you can just draw you deck with bsz and win with infinite tar pit Beats.
Casting her early means she soaks some damage for you (2-3) and scries two. Thats not bad for 3 mana, but not impactful enough as modern is setting up t4 kills consistently.
RIP well thanks for the info, in hindsight she does seem like a win more rather than "here's another way to win", sadly.
Someone mentioned earlier in the thread that they thought Search for Azcanta was too clunky for this deck, can someone elaborate on why we don't run it? I would think the extra filtering is helpful.
Current Modern Decks BG Elves // "He's back. And he brought his friends. And their friends." BG The Rock // "Dwayne Johnson approved." RU Izzet Phoenix // "If you can't beat 'em, join 'em." UGW Bant Spirits // "Super Ghost Bros." BUG Sultai Wildnerness Teachings // "How many turns did I just take again?" C Colorless Eldrazi // "Smash you."
RIP well thanks for the info, in hindsight she does seem like a win more rather than "here's another way to win", sadly.
Someone mentioned earlier in the thread that they thought Search for Azcanta was too clunky for this deck, can someone elaborate on why we don't run it? I would think the extra filtering is helpful.
I think search suffers from a lot of what nissa suffers from. Turns 2-3 are critical for us to either ramp or interact, which is the ideal turn to drop it. I very often run quite low on cards before I can switch gears and start killing my opponent and this would be a dead card until I start to land multiple reclamations.
At that point the card is great for digging, but not super impactful because once you start chaining you're already set up to win. I've had plenty of turns where I use every bit of like 18 mana (which is insane and feels great). I dunno if I'd even bother activating it on some turns like where I start firing off a nexus, tutor for my nexus and casting it again.
That being said, I could def see it for a control heavy meta because you'll have breathing room to actually use it from time to time. Gl resolving a reclamation against hard control though lol.
The SCG list got only 34th place, but I finally located the French list!
1 Field of Ruin
2 Creeping Tar Pit
1 Flooded Grove
2 Drowned Catacomb
2 Hinterland Harbor
3 Misty Rainforest
4 Polluted Delta
1 Verdant Catacombs
2 Breeding Pool
2 Watery Grave
3 Island
1 Forest
1 Swamp
Creatures
3 Snapcaster Mage
4 Wilderness Reclamation
1 Abrupt Decay
1 Assassin's Trophy
1 Blue Sun's Zenith
1 Cast Down
1 Consume the Meek
1 Hieroglyphic Illumination
1 Nexus of Fate
1 Pulse of Murasa
2 Fatal Push
3 Mystical Teachings
3 Remand
4 Cryptic Command
4 Growth Spiral
4 Opt
1 Abrupt Decay
1 Crypt Incursion
1 Devour Flesh
1 Dispel
2 Fatal Push
1 Fracturing Gust
2 Life Goes On
3 Ravenous Trap
1 Shadow of Doubt
1 Surgical Extraction
1 Torrential Gearhulk
Looks like another list that prioritized the aggro match-ups in Game 1. That's probably paying off right now.
Sadly, I don't have a Temur list, but I suspect it has a lot easier time closing out games with a tutored-for instant! It better splash black, though, or else chaining turns with Nexus of Fate can't be done with Mystical Teachings alone.
I did top 8 yesterday with the same main deck "Benjamin Guillerm's " and some change in sideboard.
R1 vs phoenix and i did draw
The problem was my opponent did not concede when the game was done.
R2 vs phoenix again 2-0
R3 vs White Stax 2-1
R4 vs Lantern control 2-0
R5 vs Boggle 1-2 (draw 5 lands at game 3, 0 active cards)
R6 vs Lanter Control 2-0
Lost in quarter final 1-2 vs spirit. I was totally unlucky
G1 lock at 3 land until turn 8-9 (got all spells for the win in my hand)
G2 I destroyed all creatures
G3 He did Gheist T2 and he did the game because he has 2 spell squeller in his hand. My Hand was Reclamation + 3 cryptique + teaching + consume
I have only played with the Hieroglyphics, but would like to see what others have thought about Opt.
Note: I am only playing 23 lands, so I need the cantrips to reliable find my lands. Hence why I play 4 Opts + 2 Hiro.
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
Over the past few days I've been mulling over how to fit everything in that I'd like to do within a Wilderness Reclamation shell. I like the current iterations based on Mystical Teachings and instant-speed bullets, but perhaps there's a better way?
Gifts Ungiven springs to mind as an alternative to Mystical Teachings, and can fetch more targets than Teachings. You can do the ever popular Unburial Rites + Iona, Shield of Emeria/Elesh Norn, Grand Cenobite; and you don't lose tempo to play Gifts after Wilderness Reclamation. Alternatively, Gifts can help you find Reclamation itself, counterspells, and different types of bullets to combat other decks; and you wouldn't really even need to change that much.
What concerns me most is the criticality of certain aspects of the deck with regards to turn order.
Turn 1, your ideal play is Opt, Fatal Push/Path (if you're sultai or bant, respectively)
Turn 2, your ideal play is Growth Spiral, unless you need to buy a turn with Remand; or in worst cases Snap-opt or Snap-Push/Path
Turn 3, you ideally play Reclamation with the acceleration from Spiral and run away with the game. If not, you're probably trying to find Reclamation in some way.
This is where Gifts comes into play. Reclamation allows you to play Gifts the same turn you play Reclamation; which can win you the game on the spot against some decks with Unburial Rites. However, you could also tutor up some gifts piles that help in niche matchups, and allow you to run pieces that aren't just instants. I don't have a concrete decklist set up, but this is an outline of my assessment for the deck so that I can start some discussion about an ideal list:
The Acceleration Package
A turn 3 reclamation allows you to run away with the game. The only reason you should be delaying your Reclamation is if you're still looking for it, or were forced to spend the first two turns not accelerating your mana because you were responding to other things. Deck space is so tight in this shell, and most of the successful decks seem to be running only Growth Spiral. This seems to be fine, but there are other options as well.
Utopia Sprawl - If played without its best friend Arbor Elf, it still allows you to play a Turn 3 Reclamation; and will only prevent you from acting if you play it turn 1. You're still able to Remand/Growth Spiral if you play it on Turn 2. However, it doesn't establish any board presence and can only enchant forests.
Explore - Slower Growth Spiral, but still has the benefit of being a cantrip. I wouldn't run more than 2 because of how risky it is to tap out on turn 2.
Simic Growth Chamber et al - The ravnica bouncelands may be decent in this shell, as Reclamation gets around their tapped drawback, but the sequencing is nightmarish, especially without ways to play multiple lands in a turn. By running some of these lands, you risk slowing your plays and having dead lands, but it also allows you to run less lands in the deck. Ideally you'd want to play these lands off Growth Spiral/Explore/Azusa, Lost but Seeking; but I don't have the information as to whether the payoff of these lands is worth the risk and effort.
Redundancy
Maindeck surgical extraction and targeted discard is a thing we need to be prepared for. Seize+Surgical on Reclamation is crushing, but Surgical on Mystical Teachings is an instant scoop. Gifts Ungiven gives some added redundancy to this plan because we can still be on the gifts plan if the other stuff doesn't work out, and a lot of decks still scoop to Turn 4 Iona/Norn.
Hard Recursion, Softlock, or Win Condition
Some of you older players may remember wonderful jank like Eternal Witness + Crystal Shard; or the original Gifts targets like Eternal Witness + Hana Kami + Ethereal Haze + Soulless Revival (bring back Splice when?). In other words, this deck needs something like Eternal Witness; because Snapcaster only works twice. We need an engine, because this deck is nothing but pure gas. Finding a way to recur Witness lets us do nasty things like loop Plow Unders, or Mindslaver, or hell; expand our color profile to include Restoration Angel + Kiki Jiki, Mirror Breaker. The point being, I don't feel the win condition of the Teachings iteration of the deck immediately follows from playing Reclamation. It is interactive, which I like, but there is no haymaker. Reclamation needs to set up something stronger than Creeping Tar Pit beatdown or multiple turn durdling.
These are the cards that I'm thinking of trying out in a wilderness reclamation shell
Temporal Tresspass - If you can find a way to fill your graveyard, this can be a cheap source of extra turns.
Mindslaver - Reclamation is perfect for a card like Mindslaver. If you can cast it, you can activate it the same turn with Reclamation on the board, and a single activation is oftentimes all you need. A simple recursion loop with Eternal Witness allows you to lock your opponent out of the game. If you want to get super spicy, how about [card]Bringer of the White Dawn
[/card]?
Vessel of Nascency or Grapple with the Past - Helps you dig and fills the graveyard. Pulse of Murasa is probably better than Grapple.
Mystic Snake, Kitchen Finks, Restoration Angel + Ghostly Flicker/Kiki Jiki, Mirror Breaker - This is a stretch, and probably pulls the deck in several strange directions, but Ghostly Flicker on Mystic Snake seems hilarious to me; plus you have the insta-win combos with Kiki/Resto, and the ability to flicker Snapcasters and Witnesses for general value shenanigans.
Sword of the Meek + Thopter Foundry - Thopter Sword works better with Wilderness Reclamation than perhaps any other card.
Bring to Light - While Reclamation won't actually assist us in casting Bring to Light, if we can expand to five colors, then Reclamation allows us to remain open for instant speed effects after spending a turn casting Bring to Light.
I don't know. I haven't made a list yet, but I'm in love with the concept, and I'm interested to hear what you guys think about possible variants to the Reclamation strategy.
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
I've actually found that this deck's Game 1s are actually favourable against blue-based control--you can generally force through a Wilderness Reclamation and start running away with the game from there. Nexus of Fate tends to be a trap because it costs too much and your opponent will counter it on your turn (and then resolve stuff while you're crimped on mana), but it does prevent you from decking out.
Thus, I see no need for Boseiju. This deck has a rough enough time against aggro that all the successful later builds are pre-boarding for that match-up.
It is only a problem, if you are falling behind on land drops, which can happen but is very rare (especially thanks to Growth Spiral).
So no, Boseiju is totally not worth it.
Greetings,
Kathal
Modern/Legacy
either funpolice (Delver, Deathcloud, UW Control) or the fun decks (especially those ft. Griselbrand)
If they play around it, they basically never have a window to casts spells.
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
Side in more counterspells? As long as you can stop Whir and Ego, there should be no issue. I don't think we lose to a single Ego, Surgical, or Jester Activation; two can be backbreaking though.
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
I also have a fatcaster in the mail, but does anyone have any suggestions for alternative finishers to Blue Sun's Zenith? I'm not sure how I feel on relying on an instant X mill as a main win con
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I don't think I want to lose a card to Gemstone Caverns, as I typically play this deck like a control deck. And if I want a land that produces colourless mana only, I'd play a 2nd Field of Ruin.
I typically win through combat damage, plinking opponents to death with Snapcaster and Creeping Tar Pit. I've drawn my deck with USZ and taken infinite turns way more often than I've virtually milled my opponent by pointing USZ at them.
4 Snapcaster Mage
Lands
2 Breeding Pool
2 Creeping Tar Pit
1 Drowned Catacomb
1 Field of Ruin
1 Flooded Grove
1 Forest
2 Hinterland Harbor
4 Island
2 Misty Rainforest
4 Polluted Delta
1 Swamp
1 Verdant Catacombs
2 Watery Grave
1 Abrupt Decay
1 Assassin's Trophy
1 Blue Sun's Zenith
4 Cryptic Command
3 Fatal Push
4 Growth Spiral
1 Hieroglyphic Illumination
3 Mystical Teachings
1 Nexus of Fate
4 Opt
1 Pulse of Murasa
4 Remand
3 Wilderness Reclamation
1 Ceremonious Rejection
1 Consume the Meek
1 Dispel
2 Display of Dominance
1 Echoing Truth
1 Fracturing Gust
1 Infernal Reckoning
1 Life Goes On
2 Negate
1 Nimble Obstructionist
1 Pulse of Murasa
1 Shadow of Doubt
1 Surgical Extraction
I won against Grixis Shadow and Four Color Control, drew against UR Breach, lost against Affinity.
Highlight of the night was the first game against Affinity, where I had double Reclamation set up against his board of double Etched Champion and a bunch of Memnites and Thopters. I chained three or so turns together, and brought him down to 0 from 17 with Snapcaster beats and a Creeping Tar Pit. Felt REALLY good.
Overall loving the deck and debating about what to upgrade with/whether or not to try a Bant version I found that uses Hydroid Krasis, Teferi, Secure the Wasters, and Sphinx's Revelation. Also what do people think of using Nissa, Steward of Elements? She seems like she could help filter draws, which was an issue late game in one of the ones I had tonight, since I kept drawing lands instead of interaction and cantrips. Also, do people run Search for Azcanta?
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
3 Snapcaster Mage
1 Torrential Gearhulk
Lands
2 Breeding Pool
2 Creeping Tar Pit
1 Drowned Catacomb
1 Field of Ruin
1 Flooded Grove
1 Forest
2 Hinterland Harbor
4 Island
2 Misty Rainforest
4 Polluted Delta
1 Swamp
1 Verdant Catacombs
2 Watery Grave
1 Abrupt Decay
1 Assassin's Trophy
1 Blue Sun's Zenith
4 Cryptic Command
2 Fatal Push
3 Growth Spiral
3 Mystical Teachings
1 Nexus of Fate
2 Nissa, Steward of Elements
3 Opt
4 Remand
2 Search for Azcanta
1 Supreme Will
1 Whispers of the Muse
3 Wilderness Reclamation
1 Assassin's Trophy
1 Ceremonious Rejection
1 Consume the Meek
1 Crypt Incursion
1 Dispel
1 Echoing Truth
1 Fatal Push
1 Fracturing Gust
1 Life Goes On
1 Natural State
2 Negate
1 Nimble Obstructionist
1 Pulse of Murasa
1 Surgical Extraction
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
Casting her early means she soaks some damage for you (2-3) and scries two. Thats not bad for 3 mana, but not impactful enough as modern is setting up t4 kills consistently.
Sucks because I love the card.
Someone mentioned earlier in the thread that they thought Search for Azcanta was too clunky for this deck, can someone elaborate on why we don't run it? I would think the extra filtering is helpful.
BG Elves // "He's back. And he brought his friends. And their friends."
BG The Rock // "Dwayne Johnson approved."
RU Izzet Phoenix // "If you can't beat 'em, join 'em."
UGW Bant Spirits // "Super Ghost Bros."
BUG Sultai Wildnerness Teachings // "How many turns did I just take again?"
C Colorless Eldrazi // "Smash you."
I think search suffers from a lot of what nissa suffers from. Turns 2-3 are critical for us to either ramp or interact, which is the ideal turn to drop it. I very often run quite low on cards before I can switch gears and start killing my opponent and this would be a dead card until I start to land multiple reclamations.
At that point the card is great for digging, but not super impactful because once you start chaining you're already set up to win. I've had plenty of turns where I use every bit of like 18 mana (which is insane and feels great). I dunno if I'd even bother activating it on some turns like where I start firing off a nexus, tutor for my nexus and casting it again.
That being said, I could def see it for a control heavy meta because you'll have breathing room to actually use it from time to time. Gl resolving a reclamation against hard control though lol.
Affinity
GR Eggs GR
UR Storm UR
BR Hollow One BR
WUR Cheerios WUR
G Mono-Green Control G